{"id":775042,"url":"https://alion.io/job/worldscape-senior-game-engine-engineer-platform","title":"Senior 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":"senior","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":130000,"max":160000,"currency":"USD","period":"year","gross":null,"usd_annual":160000},"salary_estimate":null,"experience_years_min":5,"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":"2026-05-11T23:24:53Z","employer_posted_date":"2026-05-11","last_verified_at":"2026-10-01T04:11:33Z","board_verified":true,"closed_at":null,"days_open":142,"trust":{"level":"ghost","repost_count":0,"flags":["stale","company_stale"],"days_open":142},"description":"Key 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:\nParticipate in setting 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), etc.\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.\nParticipate in code reviews, design docs, and coding standards; cultivate a high bar for craft, documentation, and reproducibility.\nProfessional Qualifications:\nEducation: BS/MS in Computer Science, Software Engineering, Physics, Mathematics (or equivalent practical experience).\nExperience: 5+ 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:\n5+ years’ experience in Modern Game Engines & Middleware: Unreal Engine (Chaos), Unity (DOTS/Physics), Havok, Bullet, PhysX.\nCustom engine experience is strongly preferred.\n3+ 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":3993,"description_truncated":false,"requirements":{"experience_years_min":5,"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":6,"band":"cold","label":"Long shot","p_open":1,"p_active":0.227,"p_room":0.28,"age_days":142,"expected_fill_days":42,"reasons":["conf:1","stale_co","ghost","win:tail","crowd:"],"computed_at":"2026-10-01T05:45:00Z"},"pay":{"stated_usd_annual":160000,"is_top_pay":true},"html_url":"https://alion.io/job/worldscape-senior-game-engine-engineer-platform","json_url":"https://alion.io/job/worldscape-senior-game-engine-engineer-platform.json","meta":{"generated_at":"2026-10-01T19:31:56Z","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":2093,"day_limit":5000,"remaining_today":2907,"minute_limit":60,"resets_at":"2026-10-02T00:00:00Z"}}}