# Video Game Developer Resume Sample - ATS Template 2026

> Get a Video Game Developer resume (CV) sample with an ATS-friendly format, strong bullet points, role keywords, and job-specific guidance.

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Video Game Developer Resume Sample - ATS Template 2026

On this page, you can preview an ATS-friendly Video Game Developer resume template, see what to include in each section, review strong bullet examples and relevant keywords, avoid common mistakes, and create a job-specific resume that fits real video game developer roles.

{
 "title": "How LiftmyCV Helps with Video Game Developer Resumes",
 "subtitle": "LiftmyCV helps create job-specific Video Game Developer resumes, generate a resume for each application during auto-apply, and match your resume to relevant openings.",
 "cards": [
 {
 "icon": "FileText",
 "title": "Create Job-Specific Resumes",
 "desc": "Paste a job description and create a job-specific resume in under a minute for less than $1.",
 "href": "https://www.liftmycv.com/ai-resume-generator/"
 },
 {
 "icon": "Bot",
 "title": "Generate Per-Job Resumes During Auto-Apply",
 "desc": "During auto-apply sessions, LiftmyCV can generate a per-job resume for each role, helping your application stay aligned with the job description.",
 "href": "https://www.liftmycv.com/ai-auto-apply/"
 },
 {
 "icon": "Search",
 "title": "Match Your Resume to Relevant Openings",
 "desc": "LiftmyCV uses AI to match your resume with relevant jobs, autofill application forms, and submit applications automatically.",
 "href": "https://www.liftmycv.com/ai-job-matching/"
 }
 ]
}

{
 "title": "Why This Video Game Developer Template Works",
 "intro": "A Video Game Developer resume needs to communicate engine experience, programming languages, shipped features, and collaboration with designers, artists, and QA without becoming hard to scan. This structure keeps technical skills, project work, and production outcomes organized for ATS readability and practical recruiter review.",
 "items": [
 {
 "title": "Readable ATS Formatting",
 "text": "The layout uses standard section labels, simple spacing, and text-based content so engines, languages, studios, and project details can be parsed more consistently. Contact details, links to a portfolio or GitHub, technical skills, experience, and education stay separate, which avoids burying Unity, Unreal Engine, C++, C#, gameplay systems, or debugging experience inside dense paragraphs."
 },
 {
 "title": "Clear Development Sections",
 "text": "A clear hierarchy lets a reviewer move from summary to skills, then into game projects and professional experience without hunting for production details. For a Video Game Developer, that order matters because engine proficiency, platform work, feature ownership, team collaboration, and shipped content often carry as much weight as job titles."
 },
 {
 "title": "Natural Keyword Placement",
 "text": "The structure gives each keyword a proper home instead of forcing repeated terms into every bullet. Engine names, programming languages, gameplay programming, AI behavior, physics, UI implementation, optimization, version control, multiplayer systems, and console or mobile development can appear where they belong, such as skills, tools, project descriptions, and experience bullets."
 },
 {
 "title": "Achievement-Focused Game Bullets",
 "text": "Experience bullets are shaped around what was built, improved, fixed, or shipped rather than a list of daily tasks. Realistic proof points for this role include implemented combat mechanics, reduced frame drops, improved load times, resolved build defects, supported level scripting, integrated assets, or contributed to a playable release."
 }
 ]
}

{
 "title": "What to Include in This Resume",
 "intro": "A video game developer resume should connect gameplay engineering, engine fluency, debugging, and shipped project work to playable outcomes. Use each section to show how you build mechanics, optimize performance, collaborate with design and art teams, and move features from prototype to release.",
 "columns": [
 "Section",
 "What to write",
 "What to avoid",
 "Example"
 ],
 "rows": [
 {
 "section": "Professional Summary",
 "what_to_write": "Summarize years of game development experience, primary engines, languages, gameplay systems, platforms, and one concrete outcome tied to performance, retention, release quality, or production velocity.",
 "what_to_avoid": "Do not lead with gaming enthusiasm, vague creativity, or unsupported claims about building hit titles.",
 "example": "Video Game Developer with 5+ years of experience building gameplay systems, AI behaviors, and UI features in Unity and Unreal Engine. Improved average frame rate by 24 percent on mid-tier hardware through C++ optimization, asset streaming fixes, and close collaboration with technical art."
 },
 {
 "section": "Areas of Expertise",
 "what_to_write": "List 7 to 10 focused game development strengths covering gameplay programming, systems design, optimization, AI, multiplayer, tooling, debugging, platform constraints, and cross-functional production.",
 "what_to_avoid": "Avoid soft skill lists, broad software engineering terms, or design skills not supported by development work.",
 "example": "Gameplay Programming, Game Systems Architecture, AI Behavior Trees, Performance Optimization, Multiplayer Synchronization, Physics Implementation, UI Integration, Debugging and Profiling, Cross-Discipline Collaboration"
 },
 {
 "section": "Technical Proficiencies",
 "what_to_write": "Include engines, programming languages, version control, profiling tools, build systems, scripting methods, and asset pipeline tools that match current game development workflows.",
 "what_to_avoid": "Do not list every tool tried once, outdated engines without context, or unrelated office software.",
 "example": "Unreal Engine 5, Unity, C++, C#, Blueprint, Git, Perforce, Unreal Insights, Unity Profiler, Jira"
 },
 {
 "section": "Professional Experience",
 "what_to_write": "Show shipped features, mechanics, engine work, bug resolution, profiling, code reviews, build support, and collaboration with designers, artists, QA, audio, and producers.",
 "what_to_avoid": "Avoid task-only bullets such as wrote code or fixed bugs without system scope, tools, platform, or result.",
 "example": "Video Game Developer, PixelForge Interactive. Built combat abilities, enemy state machines, and save systems for a 3D action prototype in Unreal Engine 5, reducing gameplay bug reports by 31 percent across two milestones. Refactored C++ inventory logic and Blueprint hooks, cutting feature iteration time from three days to one day for design changes."
 },
 {
 "section": "Earlier Roles",
 "what_to_write": "Keep older game, QA, tools, or software roles brief, especially when they support a progression into gameplay programming or engine development.",
 "what_to_avoid": "Do not spend space on unrelated early jobs unless they add technical, production, or testing context.",
 "example": "Junior Gameplay Programmer, Northstar Arcade Studio, 2018 to 2020"
 },
 {
 "section": "Education",
 "what_to_write": "Include degrees in computer science, game development, software engineering, interactive media, or related fields, with coursework only when it supports programming or game systems.",
 "what_to_avoid": "Avoid listing unrelated classes, unfinished programs without clarity, or coursework that duplicates stronger project experience.",
 "example": "Bachelor of Science in Computer Science, Rochester Institute of Technology, 2018. Coursework in game engine architecture, computer graphics, data structures, and real-time simulation."
 },
 {
 "section": "Certifications",
 "what_to_write": "Add relevant engine, cloud, platform, or programming training if it supports the tools used in your game development work.",
 "what_to_avoid": "Do not include generic certificates that do not connect to engines, programming, production tools, or shipped projects.",
 "example": "Unity Certified Programmer, Unreal Engine Authorized Training, AWS Cloud Practitioner"
 }
 ],
 "quick_tip": "Tie every major skill to a playable feature, shipped build, platform constraint, performance fix, or production workflow."
}

{
 "title": "Video Game Developer Resume Example Bullets",
 "intro": "Weak video game developer bullets list assigned tasks. Strong bullets show the engine, gameplay system, platform constraints, collaboration method, and player or production result behind the work.",
 "columns": [
 "Bullet",
 "Strong bullet",
 "Weak bullet"
 ],
 "rows": [
 {
 "section": "Gameplay Systems",
 "strong_bullet": "Built and tuned a modular combat ability system in Unreal Engine Blueprints and C++, reducing designer setup time and supporting 25 player skills across campaign and arena modes.",
 "weak_bullet": "Worked on gameplay features for the game."
 },
 {
 "section": "Performance Optimization",
 "strong_bullet": "Profiled CPU and GPU bottlenecks in Unity using Profiler and Frame Debugger, improving average frame rate from 42 to 58 FPS on target mid-range hardware.",
 "weak_bullet": "Improved game performance and fixed issues."
 },
 {
 "section": "Multiplayer Features",
 "strong_bullet": "Implemented client-side prediction and server reconciliation for a 4-player co-op prototype, reducing visible input delay during movement and combat interactions in network playtests.",
 "weak_bullet": "Added multiplayer functionality to the project."
 },
 {
 "section": "Bug Fixing",
 "strong_bullet": "Resolved 80 gameplay and UI defects tracked in Jira before beta submission, including save-state errors, collision edge cases, controller remapping bugs, and progression blockers.",
 "weak_bullet": "Fixed bugs during development."
 },
 {
 "section": "Tooling Pipelines",
 "strong_bullet": "Created an editor tool for level designers to place spawn points, enemy waves, and loot tables without code changes, cutting repeated scripting requests during content production.",
 "weak_bullet": "Made tools for the design team."
 }
 ]
}

{
 "title": "Video Game Developer Keywords Recruiters Often Look For",
 "intro": "Use these role-relevant terms naturally across your skills, projects, credits, and gameplay engineering bullet points.",
 "items": [
 "Unity",
 "Unreal Engine",
 "C++",
 "C#",
 "Gameplay Programming",
 "Blueprints",
 "Game AI",
 "Multiplayer Networking",
 "Physics Systems",
 "Performance Profiling",
 "Shader Programming",
 "Git",
 "Perforce",
 "Shipped Titles"
 ]
}

Video Game Developer Resume Formatting Rules

Use this section to catch formatting and content problems before your Video Game Developer resume reaches a recruiter or ATS. Watch for vague project wording, missing gameplay metrics, generic skill lists, tiny fonts, unclear formatting, and an unreadable structure that buries engines, languages, and shipped features.

- use a clean, ATS-friendly layout
- keep the resume to one page when possible, two pages only when justified
- use readable 10.5 to 12 pt body text
- stick to standard fonts like Arial, Calibri, or Times New Roman
- use clear section headings and a simple reading order
- keep contact details in the main body of the resume
- show measurable gameplay impact with numbers and outcomes
- name the game engines and development tools you actually used
- tailor keywords naturally to the target Video Game Developer role
- save the file as a simple .pdf or .docx

- do not use photos or profile pictures
- do not use fancy or decorative fonts
- do not add tables, columns, text boxes, icons, or graphics
- do not place important details in headers or footers
- do not turn the resume into a dense wall of text
- do not write vague claims without metrics or context
- do not list every game engine or development tool you have ever touched
- do not stuff keywords unnaturally
- do not let the resume run past two pages for this template
- do not use design-heavy layouts that are harder for ATS to parse

## Resume sample

Maya Chen

Video Game Developer

Austin, TX • maya.chen@liftmycv.com • linkedin.com/in/mayachen-dev • github.com/mayachengames

## Professional Summary

Video Game Developer with 7 years of experience building gameplay systems, multiplayer features, UI flows, tools, and performance improvements for PC, console, and mobile titles. Skilled in Unity, Unreal Engine, C++, C#, Blueprints, gameplay architecture, AI behavior, physics, animation state machines, and cross-functional production with design, art, QA, audio, and backend teams. Credited on 4 shipped titles and experienced in profiling, debugging, build stability, platform compliance, and feature delivery from prototype through launch support.

## Areas of Expertise

 Gameplay Programming • Unity Development • Unreal Engine Development • C++ • C# • Multiplayer Systems • AI Behavior Trees • Physics Systems • Animation State Machines • Player Controls • Combat Systems • UI Implementation • Performance Optimization • Debugging • Technical Design • Tools Programming • Build Pipelines • Cross-Platform Development • Agile Production • QA Collaboration • Live Game Support

## Technical Proficiencies

 **Engines:** Unity 6, Unity 2022 LTS, Unreal Engine 5, Godot basics • **Languages:** C++, C#, Python, Lua, HLSL, GLSL • **Game Systems:** Gameplay Ability Systems, UMG, UI Toolkit, Animator, State Machines, Behavior Trees, NavMesh, ECS/DOTS basics, ScriptableObjects • **Multiplayer:** Unreal Replication, Netcode for GameObjects, Mirror, matchmaking integration, latency debugging • **Performance:** Unity Profiler, Unreal Insights, RenderDoc, PIX, memory profiling, frame-time analysis • **Tools:** Perforce, Git, Git LFS, Jira, Confluence, Jenkins, TeamCity, Blender, Maya basics, Steamworks SDK, platform SDK workflows

## Professional Experience

 Red Mesa Interactive — Austin, TX | March 2022 – Present

Video Game Developer

Develop gameplay features, technical systems, and release support for a mid-sized studio producing Unreal Engine and Unity titles for PC and console platforms.

- Programmed combat, traversal, input buffering, camera behavior, and save/load systems for an Unreal Engine 5 action-adventure title with 18 core missions and 40+ combat encounters.
- Reduced average combat frame-time spikes by 31% by profiling animation blueprints, AI perception updates, physics traces, and Niagara effects using Unreal Insights and RenderDoc.
- Built reusable C++ gameplay components for interactables, inventory items, damage volumes, and quest triggers, cutting duplicate implementation work across 6 feature teams.
- Implemented multiplayer replication fixes for player abilities, hit reactions, and pickup states, lowering QA-reported desync bugs by 42% across two milestone test cycles.
- Partnered with designers to convert paper mechanics into playable prototypes within 3 to 5 day windows using C++, Blueprints, UMG, and data-driven tuning tables.
- Created editor utilities for spawn validation, missing-reference checks, and level scripting diagnostics, helping QA identify content issues before nightly builds.
- Supported console certification work by resolving memory leaks, controller remapping defects, subtitle timing issues, and platform-specific crash reports.

Northstar Pixel Labs — Denver, CO | June 2019 – February 2022

Unity Game Developer

Built mobile and PC gameplay systems for a Unity-based studio focused on cooperative puzzle games, live events, and seasonal content updates.

- Developed C# gameplay systems for movement, puzzle logic, interaction prompts, inventory state, rewards, and UI screens across 3 shipped Unity titles.
- Improved mobile performance by 27% on target Android devices through object pooling, sprite atlas cleanup, garbage allocation reduction, and shader variant trimming.
- Implemented a lightweight event scripting system using ScriptableObjects, enabling designers to configure 120+ seasonal challenges without direct code changes.
- Integrated analytics events for tutorial completion, level fail states, economy sinks, and daily rewards, giving product and design teams clearer visibility into player progression.
- Resolved 300+ bugs across gameplay, UI, animation, localization, and device-specific input issues during beta, soft launch, and live operations periods.
- Collaborated with artists on asset import settings, texture compression, prefab structure, and addressable asset bundles to reduce app size by 18%.
- Maintained CI build jobs in Jenkins and documented release steps for iOS, Android, Steam, and internal QA distribution builds.

Blue Orchard Games — Raleigh, NC | August 2017 – May 2019

Junior Gameplay Programmer

Supported gameplay feature development, bug fixing, and content tools for a small independent game studio using Unity and custom C# systems.

- Implemented enemy AI states, projectile behaviors, collectible logic, animation triggers, and HUD updates for a 2D action platformer released on Steam.
- Built internal level validation tools that flagged missing colliders, incorrect spawn points, and invalid scene references, reducing manual QA checklist time by 6 hours per build.
- Created C# editor scripts for batch prefab updates, sprite replacement, and localization key checks across 900+ content assets.
- Worked with QA to reproduce crash logs, isolate regression causes, and verify fixes through source control changelists and test builds.

## Earlier Roles

**Game Development Intern**, Silver Lantern Studio — Charlotte, NC | May 2016 – July 2017. Assisted with Unity prototypes, gameplay bug fixes, input testing, level scripting, and documentation for small PC and mobile projects.

## Education

**Bachelor of Science in Computer Science, Game Development Concentration**
North Carolina State University — Raleigh, NC

## Certifications

Unity Certified Associate: Game Developer
Unity Certified Associate: Programmer
Epic Games Game Design Professional Certificate

## Example jobs

- **Game Programmer – Japan & Global Game Development — Keywords Studios — Tokyo, Japan**: **■ About Keywords Studios**

Keywords Studios is a global provider of creative and technical services to the video games industry, with over 13,000 professionals across 70+ studios in 25+ countries. We support clients across the entire game lifecycle through three core Service Lines:

Create — Game development, art production, and audio

Globalize — Localization, localization QA, functional testing

Engage — Marketing, LiveOps, community, and player support

In Japan, Keywords Studios delivers its full range of services across Create, Globalize, and Engage, supporting leading publishers and developers through both local and international production teams. Our presence includes the Tokyo-based development studio Wizcorp, alongside established localization, QA, player support, and marketing capabilities serving some of the most influential companies in the Japanese games and entertainment industry.

Keywords Studios is increasingly trusted by Japanese partners to support productions that span multiple regions—combining Japanese creative leadership with global delivery capacity across Asia-Pacific and beyond. These engagements require not only strong production execution, but creative sensibility and cultural understanding to align vision and delivery across teams.

As one of the world’s most influential and production-intensive markets, Japan represents a strategic growth area for Keywords Studios. This role plays a key part in strengthening client partnerships, driving business opportunities, and ensuring high-quality delivery across projects.

**■ Position Overview**

We are seeking a Game Programmer to support technical implementation across game projects of varying scope — from small-scale productions up through AAA titles. This is an individual contributor role focused on hands-on development of gameplay systems, prototyping, and tooling within our prototype-driven environment. Working under the direct supervision from Technical Director and alongside senior engineers, you will implement game mechanics, contribute to reusable libraries, and grow your expertise across multiple engines — primarily Unreal Engine C++, with exposure to additional platforms as projects require. You will be supported throughout the transition from prototype to co-development or full production, receiving guidance across areas such as CI/CD, gameplay development, tooling, automation, and reusable library development.

We are especially interested in curious programmers who enjoy prototyping, experimenting with new approaches (ECS architecture, automation workflows, custom tools), and building systems that make other people's work easier. Whether you're drawn to gameplay programming, tooling, or the intersection of both — if you're eager to learn and ready to contribute from day one, we'd like to hear from you.

**■ Key Responsibilities**

**Technical Implementation & Prototyping**

- **Feature Development:**Implement gameplay systems and mechanics under the guidance of senior engineers, translating design concepts into functional code.
- **Rapid Prototyping:** Build iterative prototypes to test new gameplay ideas and support project pitches, focusing on proof of concept, playability, and feel.
- **Library Contribution:**Contribute to existing reusable technical libraries and frameworks (networking, simulation, core utilities) following established patterns. Learn to design modular, decoupled systems — such as ECS architectures — that scale cleanly across projects.
- **Engine Versatility:**Work primarily in Unreal Engine C++, while adapting to and supporting other platforms or engines as project requirements evolve.

**Tooling & Workflow Support**

- **Developer Experience:**Create and optimize internal tools and editor extensions that empower designers and artists to work more independently and efficiently.
- **Pipeline Support:**Assist with the automation of technical workflows and CI/CD pipelines to improve build stability and deployment speed.
- **Systems Optimization:** Identify and resolve performance bottlenecks, ensuring smooth gameplay and stability across different hardware targets.

**Cross-Disciplinary Collaboration**

- **Design Partnership:**Work as a technical partner to designers and producers, providing feedback on technical feasibility and proposing practical solutions to creative challenges.
- **Global Coordination:**Collaborate with distributed teams across different regions, ensuring technical alignment and consistent implementation of features.
- **Team Engagement:**Share progress openly, flag blockers early, and actively participate in technical discussions to help the team find the best path forward.
- **Documentation:**Proactively maintain clear technical notes and documentation for the systems you build to support team scaling and knowledge sharing.

**Technical Growth & Quality**

- **Engineering Practices:**Adopt test-driven development (TDD) and write unit tests for critical gameplay logic, ensuring reliability and confidence in refactoring.
- **Continuous Learning:**Proactively experiment with new patterns and industry trends to bring innovative technical solutions to the team.
- **Peer Review:**Participate in code reviews, receiving guidance from senior engineers to improve your craft while providing constructive feedback to teammates.
- **Mentorship Engagement:** Actively seek feedback, ask questions, and engage with the team's knowledge base to accelerate your growth as a game programmer.

**Required**

- **Strong Programming Foundation:**Show good proficiency in C++ and a solid understanding of computer science fundamentals (data structures, algorithms, and memory management).
- **Version Control Proficiency:**Comfortable working with Git or similar version control systems in collaborative environments.
- **Demonstrated Interest in Game Development:**A portfolio of personal projects, prototypes, or contributions to existing games or mods that demonstrate your ability to turn an idea into a functional system.
- **Problem-Solving Mindset:**Ability to break down complex technical challenges into manageable tasks and find practical, maintainable solutions.
- **Collaborative Spirit:**Experience working with others (whether in a professional team, a game jam, or an open-source project) to achieve a shared goal.

**Preferred**

- **Engine Experience:**Familiarity with Unreal Engine (C++), though a strong foundation in other engines or languages is welcome.
- **Technical Curiosity:**Interest or experience with modern architecture patterns, such as ECS, data-oriented design, or modular system architecture.
- **Gameplay sensitivity:**Showing an understanding of what makes a game mechanic, or system engaging, intuitive, and fun is a definite plus.
- **Tooling Interest:**Experience building custom tools, editor extensions, or automation scripts to improve development workflows.
- **Global Context & Language:**Experience working in multicultural environments or an interest in the Japanese game development industry; Japanese language proficiency is a plus but not required.

**■ Skills & Competencies**

- **Technical Curiosity**– A willingness to experiment, learn new languages and engines, and understand how things work under the hood.
- **Prototyping Mindset**– Able to balance fast exploratory prototyping for pitches with clean, modular implementation for production.
- **Engineering Discipline**– Appreciation for code quality, readability, and the value of test-driven development (TDD).
- **Debugging & Profiling**– Comfortable tracking down performance bottlenecks, memory issues, and logic bugs using profiling tools and systematic debugging techniques.
- **Versatility**– Comfortable jumping between gameplay logic, tool development, and pipeline automation.
- **Collaborative Communication**– Able to translate technical constraints into clear information for designers and producers.
- **Adaptability** – Eager to pivot between projects of different scales and scopes as the studio grows.

**■Application process **

① Online selection

We review resumes from all applicants within 2 weeks.

② Interviews

We conduct 2 technical interviews to assess your technical skills, motivations, and interest in what we do. We also take the time to share our vision and values, as we believe you are interviewing us as much as we are interviewing you.

③ Offer

We make our final decision and send a detailed offer upon success.

**■What We Offer**

- Opportunity to represent a highly reputed global leader in game services.
- Competitive compensation package with performance-based incentives.
- Chance to work with some of the biggest and most exciting game developers in Japan.
- A collaborative, growth-oriented global culture.

Role Information: EN

Studio: Keywords Studios

Location: Asia Pacific, Japan

Area of Work: Game Development

Service: Create

Employment Type: Full-time, Contract

Working Pattern: Hybrid/Remote

***PERSONAL DATA PROTECTION POLICY***

Keywords Studios is strongly committed to protecting your personal information. By sending your CV/Resume, you are agreeing to our terms and conditions and consent to your data being managed and retained in accordance with our data privacy and retention policy *https://www.keywordsstudios.com/en/applicant-privacy-notice/.*
- **Gameplay Programmer — Playdead — Copenhagen, DK**: We’re Playdead, an independent game company based in the heart of Copenhagen, Denmark. We have made two critically acclaimed titles, LIMBO and INSIDE. Our current project is a 3rd-person science fiction adventure set in a remote corner of the universe.

 ![image](https://gallery-cdn.breezy.hr/32fa5/pillars.jpg)

We are looking for an experienced gameplay programmer to join our team. You will take responsibility for scripting the systems that allow gameplay mechanics to work in a wide variety of in game situations and find pragmatic solutions to take new concepts and puzzles through to production.

This requires a keen eye for how to adjust a given interaction in order to get the resulting experience to feel just right.

We have a very iterative workflow and strive for detail and high quality for every interaction in our games. You will also be involved in testing throughout the production and integrating the results back into these iterations.

We are looking for someone who is excited about all of the small intricacies of gameplay design, as well as being passionate about gaming overall.

You should be willing to work at the Playdead office in Copenhagen, Denmark.

What will you be doing?

- Prototype game mechanics.
- Prototype and implement gameplay interactions.
- Collaborate on level designs.
- Define your own goals and tasks.

What we need to see

- You have worked on the development of at least one released game
- Prior work experience with programming languages
- Experience with designing and implementing gameplay interactions.
- You are comfortable determining your own work and seeking feedback from others

What we would like to see

- Bachelors degrees in a relevant field.
- You have worked on the development of at least one AAA game
- Experience with major game engines.
- Experience with C++
- Experience with level design.
- You have made gameplay with a 1st or 3rd person, physics based character.

**Who We Are**
We are a team of more than 100 creative professionals. We experiment and collaborate with a focus on creating new experiences, and as such we are looking for people who can help us achieve them.

Our approach to development does not include crunching towards arbitrary deadlines - instead, we particularly look for talented people who enjoy managing their own schedule and thrive on working within a friendly, collaborative environment.

We carefully craft games with obsessive attention to detail and are always on the lookout for others who share that passion.
- **Senior Gameplay Programmer — Rocksteady Studios Limited — London Rocksteady Studios Limited**: ***Welcome to Warner Bros. Discovery… the stuff dreams are made of.***

**Who We Are…**

When we say, “the stuff dreams are made of,” we’re not just referring to the world of wizards, dragons and superheroes, or even to the wonders of Planet Earth. Behind WBD’s vast portfolio of iconic content and beloved brands, are the *storytellers* bringing our characters to life, the*creators* bringing them to your living rooms and the *dreamers* creating what’s next…

From brilliant creatives, to technology trailblazers, across the globe, WBD offers career defining opportunities, thoughtfully curated benefits, and the tools to explore and grow into your best selves. Here you are supported, here you are celebrated, here you can thrive.

Rocksteady Studios is an award-winning, critically acclaimed video game developer. Founded in 2004, we are home to the widely celebrated Batman: Arkham series of games. Our philosophy for game development is all about treating people well to create quality entertainment that stands the test of time. We’re a one-project studio that built our success by combining genre-defining gameplay and character-driven cinematic narrative with AAA production values. Born in the heart of London, our multicultural team takes inspiration from the culture and history of our home in one of the most diverse cities in the world.

### YourNewRole…

Rocksteady is looking to add to its family of staff: a Senior Gameplay Programmer to join a team of gameplay coders to deliver world-class AAA videogamingexperiencesforourplayersacrossmultipleplatforms.Therolefocusesoncreatingexciting,emergentgameplaybycoordinatingcombat-relatedandnavigationrelatedNPCbehavioursthatempowerplayerfreedomandchoice.

This role is offeredonahybridbasis.YoucanchoosetoworkfromhomeorintheofficeonMondays,ThursdaysandFridays.OnTuesdaysandWednesdays,theteamcollaboratesonsiteatRocksteadyStudiosinKentishTown,London.

###

### YourRoleAccountabilities…

- Creating,developing,andmaintaininggameplaysystemsandfeaturesinC++.
- Producingsolutionstolarge,complex,andsometimesnotwell-definedgameplayproblems.
- WorkingcloselyandproactivelywithDesigntocomeupwithfunandengaginggameplay,andinformingthemofrisksandopportunities.
- Providingsuggestionsandfeedbacktoothermembersofyourteam,includingviacodereviews.
- Beingapositive,active,andcontributingteammembertakingbroadresponsibilityforyourwork.
- CommunicatingeffectivelywithyourLead,yourteam,Productionandotherdepartments.
- Supportingproductionprocesses,includingbacklogreview,taskestimationandbreakdown,andJiraticketmanagement.
- Following,andchampioningdevelopmentbestpractices.

###

### Qualifications&Experience…

- ExperiencedevelopinggameplaysystemsusingC++,includingareassuchasAI,navigation,andcombatsystems.
- Understandingofmoderngamingplatformsandexperiencedevelopingsoftwareforoneormoreofthem.
- Experiencecontributingtothedevelopmentandsuccessfuldeliveryofacommercialgametitle,preferablywithinaAAAenvironment.
- Stronggamedesignskills,withtheabilitytodemonstrateyourapproachthroughpreviouswork,projects,orportfolioexamples.
- Abilitytocommunicateandcollaborateeffectivelywithmultidisciplinaryteams.
- ExperiencewithUnrealEngine5.
- FamiliaritywithRocksteadytitlesanddesignphilosophieswouldbeadvantageous.

Hybrid Working - This role is advertised as a Hybrid work model, that combines remote and in-office work, following our current company policy and to be agreed with your Line Manager. Subject to any applicable laws, WBD / your Line Manager reserves the right to change this working agreement where this is essential to business needs and upon reasonable notice to you.

**How We Get Things Done…**

This last bit is probably the most important! Here at WBD, our guiding principles are the core values by which we operate and are central to how we get things done. You can find them at [www.wbd.com/guiding-principles/](http://www.wbd.com/guiding-principles/) along with some insights from the team on what they mean and how they show up in their day to day. We hope they resonate with you and look forward to discussing them during your interview.

**Championing Inclusion at WBD**

Warner Bros. Discovery embraces the opportunity to build a workforce that reflects a wide array of perspectives, backgrounds and experiences. Being an equal opportunity employer means that we take seriously our responsibility to consider qualified candidates on the basis of merit, regardless of sex, gender identity, ethnicity, age, sexual orientation, religion or belief, marital status, pregnancy, parenthood, disability or any other category protected by law.

If you’re a qualified candidate with a disability and you require adjustments or accommodations during the job application and/or recruitment process, please visit our [accessibility page](http://careers.wbd.com/global/en/accessibility) for instructions to submit your request.

## FAQ

### What is the best resume format for a video game developer?

Use a reverse-chronological format if you have shipped games, studio experience, or several development roles. Lead with a concise summary, then list technical skills such as C++, C#, Unity, Unreal Engine, gameplay systems, debugging, tools development, version control, and platforms before your project and work experience sections.

### How long should a video game developer resume be?

Most video game developer resumes should be one page for entry-level or early-career candidates and up to two pages for experienced developers with shipped titles, engine work, or leadership responsibilities. Keep portfolio links, GitHub, playable demos, shipped games, and engine-specific achievements easy to find near the top.

### What should I include if I have not worked at a game studio before?

Use a projects section to show playable prototypes, game jam entries, modding work, school projects, or independent games. For each project, include the engine, programming language, your specific systems work, team size if relevant, and concrete outcomes such as implemented AI behavior, optimized frame rate, built UI systems, or shipped a demo.

### Should a video game developer resume include a portfolio link?

Yes. A video game developer resume should include a portfolio, GitHub, itch.io page, Steam page, or demo reel when available, because recruiters and technical reviewers often need to see proof of gameplay implementation, code quality, systems thinking, or shipped work beyond the resume text.

### Do certifications matter on a video game developer resume?

Certifications can help if they are directly tied to engines, programming, graphics, cloud services, or platform tools, but they should not replace project proof. Prioritize shipped games, playable demos, source code, engine experience, and technical bullets that show what you built.

### Can I use the same video game developer resume for every application?

One base resume is useful, but each application should reflect the job’s engine, language, platform, and gameplay focus. For example, a Unity mobile role should emphasize C#, profiling, UI, monetization systems, and mobile performance, while an Unreal gameplay role should emphasize C++, Blueprints, animation systems, AI, networking, and console or PC development.

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