Game Engine Engineer, Platform
Listed on 2026-05-15
-
Software Development
Software Engineer, Software Architect
Worldscape is a cutting‑edge platform designed to unify distributed data, sensors, and intelligent agents across cloud, on‑prem, and edge environments. By combining geospatial intelligence, physics‑based 3D simulation, and reward‑driven AI, Worldscape enables organizations to build immersive digital twins for predictive modeling, scenario planning, and adaptive decision‑making. With a zero‑trust security framework, seamless integration with legacy systems, and robust developer tools, Worldscape empowers rapid deployment of agentic applications that drive resilience and efficiency in sectors like logistics, telecom, defense, and infrastructure.
Worldscape is seeking an experienced Game Engine Engineer to join our fast‑moving, innovative Platform team. The 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 work on 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.
This is an onsite role that will be located in Redmond, WA.
Key Attributes:- Innovation Mindset
:
Passion for pushing the boundaries of real‑time physics in interactive simulation. - Coding‑Skills
:
Expertise in coding languages, including C++ and game scripting. - Problem‑Solving
:
Creative and analytical approach to complex simulation challenges. - Communication
:
Clear articulation of technical concepts to non‑technical stakeholders.
- Work on game physics: data models, simulation loops, solver strategies, and integration points across engine and simulation systems.
- Focus on 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. - Integrate with simulation logic (gameplay) & animation:
Build physics‑driven interactions, authoring tools, and runtime hooks (e.g., inverse kinematics, state machines, event systems). - Help with performance optimization:
Profile, optimize, and budget frame time and memory across platforms; lead multi‑threading/Job System/SIMD efforts; evaluate GPU compute opportunities. - Stability & robustness:
Establish test suites, golden scenarios, and verification and validation practices; reduce edge case instability (stacking, tunneling, jitter, constraint drift). - Tooling & workflow:
Build/debug tools, visualizers, probes, and authoring pipelines that accelerate designer iteration and QA efficiency. - Quality & live support:
Work on crashes and regressions for the game engine; support content changes post‑launch without destabilizing the simulation.
Qualifications:
- Education:
BS/MS in Computer Science, Software Engineering, Physics, Mathematics (or equivalent practical experience). - Experience:
0 to 4+ years in real‑time/game physics engineering; shipped at title, AA/AAA preferred. - Programming:
Experience C++ (modern standards), data‑oriented design, memory management, profiling/debugging (VTune, PIX, Nsight, Render Doc, etc.). - Rigid‑body dynamics, collision detection (GJK, SAT, continuous collision detection/time of impact), integration schemes (semi‑implicit Euler, RK, constraint solvers).
- Numerical stability, error control, and performance tradeoffs under real‑time constraints.
- Engine Integration:
Experience integrating physics with animation (animation blending, IK), gameplay systems, and rendering pipelines. - Performance:
Multi‑threading/job systems, SIMD/vectorization, cache‑friendly data structures, frame/memory budgeting across platforms. - Collaboration:
Proven ability to lead cross‑disciplinary efforts and communicate complex technical topics clearly.
- 2+ years’ experience in Modern Game Engines & Middleware:
Unreal Engine (Chaos), Unity (DOTS/Physics), Havok, Bullet, PhysX; custom engine experience strongly preferred. - 1+ years’ experience in Advanced Simulation:
Fracture systems, granular materials, vehicle…
(If this job is in fact in your jurisdiction, then you may be using a Proxy or VPN to access this site, and to progress further, you should change your connectivity to another mobile device or PC).