Improbable

Improbable believes in a future where new, virtual worlds will augment human experience and become as meaningful, lasting and rich as the physical world. We call this the Multiversal Self

Improbable London, UK
22/05/2020
Full time
Your Mission As a Senior or Principal Software Engineer in the Distributed Game Engine team, you will leverage your knowledge of the Unreal Engine to empower our customers to iterate faster on building larger, more complex, and more innovative games. You will work directly to expand the Unreal GDK plugin’s capabilities, workflow, performance, and interoperability. You will expose SpatialOS technology, solving interesting and hard problems with an eye towards crafting a development experience you would want if you were the game developer using this product. An ideal candidate is someone who has developed extensively with recent versions of Unreal and has a good working knowledge of networked game development. If you are already comfortable dealing with issues like authority, latency, network reliability, and client-side prediction then you can already think in the right space. If you’ve written extensive gameplay code, worked with the AI, and aren’t afraid of touching the engine...
Improbable London, UK
22/05/2020
Full time
As a Senior or Principal Software Engineer in the Distributed Game Engine team, you will leverage your knowledge of the Unreal Engine to empower our customers to iterate faster on building larger, more complex, and more innovative games. You will work directly to expand the Unreal GDK plugin’s capabilities, workflow, performance, and interoperability. You will expose SpatialOS technology, solving interesting and hard problems with an eye towards crafting a development experience you would want if you were the game developer using this product. An ideal candidate is someone who has developed extensively with recent versions of Unreal and has a good working knowledge of networked game development. If you are already comfortable dealing with issues like authority, latency, network reliability, and client-side prediction then you can already think in the right space. If you’ve written extensive gameplay code, worked with the AI, and aren’t afraid of touching the engine when a problem...