Senior Game Engine Engineer, Platform
Listed on 2026-05-15
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Software Development
Software Engineer, Software Architect, Senior Developer
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 modelling, 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 Senior Game Engine Engineer to join our fast‑moving, innovative Platform team. The Senior Game Engine Engineer will participate in the design, implementation, and optimisation 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 Senior Engineer you will help set technical standards, mentor engineers, and partner with Platform and Product Management to turn creative vision into performant, shippable features and customer applications.
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.
- Leadership & Mentorship: Ability to guide developers, set technical direction for an area, and enforce best practices.
- Problem‑Solving: Creative and analytical approach to complex simulation challenges.
- Communication: Clear articulation of technical concepts to non‑technical stakeholders.
- Participate in setting physics architecture: define data models, simulation loops, solver strategies, and integration points across engine and simulation systems.
- Deliver 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.
- Integrate with simulation logic (gameplay) & animation: build physics‑driven interactions, authoring tools, and runtime hooks (e.g., inverse kinematics, state machines, event systems).
- Performance ownership: profile, optimise, 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, visualisers, probes, and authoring pipelines that accelerate designer iteration and QA efficiency.
- Cross‑functional leadership: partner with back‑end, AI, data pipeline, and platform teams; communicate constraints/trade‑offs; align milestones with production.
- Participate in code reviews, design docs, and coding standards; cultivate a high bar for craft, documentation, and reproducibility.
- Education:
BS/MS in Computer Science, Software Engineering, Physics, Mathematics (or equivalent practical experience). - Experience:
5+ years in real‑time/game physics engineering; 2+ shipped titles with substantial physics ownership (AA/AAA preferred). - Programming:
Expert 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 trade‑offs 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/vectorisation,…
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