{"id":775040,"url":"https://alion.io/job/worldscape-principal-game-engine-engineer-platform","title":"Principal Game Engine Engineer, Platform","company":{"id":688159,"name":"Worldscape","domain":"worldscape.ai","url":"https://alion.io/company/worldscape","size_band":"51-200","is_staffing_agency":false,"employer_type":"direct","is_intermediary":false,"listed_via":null,"ats_vendor":"Lever","truth_index":{"grade":"C","score":56,"open_postings":11,"ghost_share":0.727,"stale_share":0,"repost_share":0,"time_to_fill_p50_days":null,"computed_at":"2026-10-01T05:45:00Z"}},"role":"Games","role_family":"Games","seniority":"lead","employment_type":"full_time","work_mode":"on_site","remote_scope":null,"remote_scope_basis":null,"remote_working_hours":null,"hiring_geo_confidence":"structured","locations":["Redmond, United States"],"countries":["US"],"hiring_countries":[],"hiring_countries_total":0,"salary":{"min":160000,"max":200000,"currency":"USD","period":"year","gross":null,"usd_annual":200000},"salary_estimate":null,"experience_years_min":15,"visa_sponsorship":false,"relocation_package":false,"has_equity":false,"technologies":[{"name":"C++","optional":false},{"name":"Inverse Kinematics","optional":false},{"name":"PIX","optional":false},{"name":"RenderDoc","optional":false},{"name":"C#","optional":true},{"name":"CUDA","optional":true},{"name":"CUDA Toolkit","optional":true},{"name":"Havok Physics","optional":true},{"name":"Lua","optional":true},{"name":"NVIDIA PhysX","optional":true},{"name":"Python","optional":true},{"name":"Unity","optional":true},{"name":"Unreal Engine","optional":true}],"status":"live","first_seen_at":"2026-05-20T16:26:57Z","employer_posted_date":"2026-05-20","last_verified_at":"2026-10-01T04:11:33Z","board_verified":true,"closed_at":null,"days_open":133,"trust":{"level":"ghost","repost_count":0,"flags":["stale","company_stale"],"days_open":133},"description":"Worldscape is seeking an experienced Principal Game Engine Engineer to join our fast-moving, innovative Platform team. The Principal Game Engine Engineer will participate in the design, implementation, and optimization of the real-time physics systems that underpin the simulation in our applications. You will architect scalable physics solutions, integrate tightly with the data fabric, animation, and rendering pipelines, and drive innovation in physics-led simulation techniques to deliver responsive interactions across vehicles, environments, and all other simulation assets. As a Principal Engineer you will set technical directions, mentor engineers, and partner with Platform and Product Management to turn creative vision into performant, shippable features and customer applications.\nThis is an onsite role located in Redmond, WA.\nKey Attributes:\nInnovation Mindset: Passion for pushing the boundaries of real-time physics in interactive simulation.\nLeadership & Mentorship: Ability to guide developers, set technical direction for an area, and enforce best practices.\nProblem-Solving: Creative and analytical approach to complex simulation challenges.\n Communication: Clear articulation of technical concepts to non-technical stakeholders.\nResponsibilities:\nOwn the physics architecture: Define data models, simulation loops, solver strategies, and integration points across engine and simulation systems.\nDeliver core physics features: Collision detection (broad-phase/narrow-phase), entity controllers, vehicle dynamics with an emphasis on orbital mechanics, particles/fluid mechanics (with an emphasis on atmospheric dynamics).\nIntegrate with simulation logic (gameplay) & animation: Build physics-driven interactions, authoring tools, and runtime hooks (e.g., inverse kinematics, state machines, event systems).\nPerformance ownership: Profile, optimize, and budget frame time and memory across platforms; lead multi-threading/Job System/SIMD efforts; evaluate GPU compute opportunities.\nStability & robustness: Establish test suites, golden scenarios, and verification and validation practices; reduce edge-case instability (stacking, tunneling, jitter, constraint drift).\nTooling & workflow: Build/debug tools, visualizers, probes, and authoring pipelines that accelerate designer iteration and QA efficiency.\nCross-functional leadership: Partner with back-end, AI, data pipeline, and platform teams; communicate constraints/trade-offs; align milestones with production.\nMentorship & standards: Guide engineers via reviews, design docs, and coding standards; cultivate a high bar for craft, documentation, and reproducibility.\nQuality & live support: Own crash triage and regression control for physics; support content changes post-launch without destabilizing the simulation.\nProfessional Qualifications:\nEducation: BS/MS in Computer Science, Software Engineering, Physics, Mathematics (or equivalent practical experience).\nExperience: 10+ years in real-time/game physics engineering; 2+ shipped titles with substantial physics ownership (AA/AAA preferred).\nProgramming: Expert C++ (modern standards), data-oriented design, memory management, profiling/debugging (VTune, PIX, Nsight, RenderDoc, etc.).\nRigid-body dynamics, collision detection (GJK, SAT, continuous collision detection/time of impact), integration schemes (semi-implicit Euler, RK, constraint solvers).\nNumerical stability, error control, and performance trade-offs under real-time constraints.\nEngine Integration: Experience integrating physics with animation (animation blending, IK), gameplay systems, and rendering pipelines.\nPerformance: Multi-threading/job systems, SIMD/vectorization, cache-friendly data structures, frame/memory budgeting across platforms.\nCollaboration: Proven ability to lead cross-disciplinary efforts and communicate complex technical topics clearly.\nPreferred Qualifications:\n15+ years’ experience in Modern Game Engines & Middleware: Unreal Engine (Chaos), Unity (DOTS/Physics), Havok, Bullet, PhysX; custom engine experience strongly preferred.\n10+ years’ experience in Advanced Simulation: Fracture systems, granular materials, vehicle tire models, buoyancy/aero effects; GPU compute (CUDA, compute shaders).\nExperience with existing physics models and systems integration.\nNetworking: Deterministic simulation strategies, rollback/prediction, server authority models, cross-platform latency mitigation.\nConsole/Platform: Shipping experience on Xbox, PlayStation, Switch, and PC; familiarity with platform TRCs/TCRs and performance certification.\nTooling & Scripting: Python/C#/Lua for tools and editor extensions; in-engine visualization/debugging overlays.\nOptimization Expertise: Broad-phase structures (sweep-and-prune, BVH), island building, sleeping strategies, CCD tunneling avoidance; job scheduling and affinity tuning.\nContent Pipelines: Collaboration with design/tech art to create authoring guidelines for physics assets; LOD strategies for physics complexity.","description_format":"text","description_chars":4990,"description_truncated":false,"requirements":{"experience_years_min":15,"management_years_min":null,"team_size_min":null,"manages_managers":false,"education":{"level":"bachelor","optional":false},"security_clearance":false,"languages":[]},"benefits":[],"hiring_locations":[],"hiring_excludes":[],"relocation_offered":false,"industries":["Integration & API Management","AI Development Tools"],"lifecycle":[{"event":"open","at":"2026-09-11T22:41:32Z"}],"liveness":{"score":5,"band":"cold","label":"Long shot","p_open":1,"p_active":0.188,"p_room":0.28,"age_days":133,"expected_fill_days":31,"reasons":["conf:1","stale_co","ghost","win:tail","crowd:"],"computed_at":"2026-10-01T05:45:00Z"},"pay":{"stated_usd_annual":200000,"is_top_pay":true},"html_url":"https://alion.io/job/worldscape-principal-game-engine-engineer-platform","json_url":"https://alion.io/job/worldscape-principal-game-engine-engineer-platform.json","meta":{"generated_at":"2026-10-01T11:22:58Z","cache_seconds":300,"methodology":"https://alion.io/methodology","terms":"https://alion.io/terms","contact":"https://alion.io/contact","api":"https://alion.io/developers","usage":{"tier":"crawler","counted_by":"address","units_charged":1,"used_today":2980,"day_limit":5000,"remaining_today":2020,"minute_limit":60,"resets_at":"2026-10-02T00:00:00Z"}}}