Team extension

Hire Unity developers

Mobile and cross-platform work, where iteration speed and device performance decide more than rendering ceiling does.

What hiring an Unity engineer here gets you

The terms, before the pitch.

Senior and mid+ Unity engineers on your board and in your standups, billed per engineer per month with a three-month minimum. Unity is where most of the mobile and cross-platform work sits, and the constraints there are different in kind from console: memory ceilings on the lowest supported device, download size limits that the store enforces, and a release cadence measured in weeks.

The multiplayer backend behind our 52,000 peak concurrent player case study was built for a mobile game studio, so the client-side constraints that shape it are ones we have worked against rather than read about.

What a Unity engineer covers here

Six things this role owns, rather than a list of technologies.

Gameplay in C#

Core loop, systems, and the architecture decisions that stop a Unity project turning into three hundred MonoBehaviours nobody can reason about.

Mobile performance

Frame time and memory on the lowest supported device rather than the developer handset. Profiling on real hardware, GC pressure, draw call batching, texture and mesh budgets.

Build size and delivery

Addressables, asset bundles, and the download-size work that store limits force on any title with real content behind it.

Live ops integration

Remote config, A/B surfaces, event content, and the server-driven scaffolding that lets a season ship without a client patch.

Multiplayer client work

Client prediction, interpolation and the reconciliation layer against an authoritative server — a different job from single-player and staffed as one.

Cross-platform release

One codebase across iOS, Android and desktop without a per-platform fork, including the store and certification chores nobody budgets for.

The stack we staff for

What these engineers work in day to day.

Engine

Unity 6Unity 2022 LTSURPAddressablesDOTS / ECS

Languages

C#HLSLPython (tooling)

Tooling

Unity ProfilerIL2CPPGradle / XcodeGit LFS

Adjacent

Live opsMultiplayer clientWeb3 wallet integration

How the engagement works

Six steps from a role brief to an engineer on your board.

Define the role

The stack, the seniority, and what the first month has to produce. That last part is the one most role briefs leave out, and it is the one that makes a shortlist useful.

Meet the engineers

You interview, against your bar and your process. If we do not have the right person for the role we say so rather than putting forward the nearest one — a bad match costs you a quarter.

Contract and NDA

An NDA before any of your code or design material is shared. You hold 100% of the IP from day one. Work can start within 1–2 weeks of signing.

Onboard into your process

Your board, your repo, your standups, your review conventions. The target for week one is a small change landed in your pipeline, not an architecture proposal.

Run it monthly

Billed per engineer per month, $4,000–$7,000 by seniority and from $4,000. Three months minimum, then rolling — below three months onboarding eats most of the value and both sides know it.

Scale or stop

Add engineers as the work grows, or end it with notice. A team of two to eight plus a tech lead is the usual shape, with a QA engineer when the work needs one.

When this is the wrong choice

Outstaffing is the wrong shape for some of the work people bring to it, and finding that out in month two is expensive for everyone.

Visual fidelity is what the game is selling on

If the pitch leads with the rendering, Unreal leads with the rendering too. We build in both and will say so.

You are still finding the fun

Very early prototyping is usually faster with one or two people who own the whole thing than with added capacity. Come back when the direction is settled.

The real gap is backend, not client

A common one. Concurrency, matchmaking and economy problems present as client bugs and are not client problems — the backend role below is the one to fill.

Common questions

The three that come up on nearly every first call about this role.

That is the usual case. An engineer joining a live Unity codebase spends the first week reading it and shipping something small, not proposing an architecture. If the honest read is that the project needs restructuring before features can land safely, you will hear that in week two rather than in month four.
On device, on the lowest hardware you support. Editor profiling is useful for finding algorithmic problems and actively misleading about frame time, memory ceilings and thermal throttling — three things that only show up on the handset a real player owns.
Yes, and it is a distinct skill from building one. Live ops on a running title means changing content and behaviour without a client patch, and how much of that is possible depends on what the existing build exposes to remote config. We audit that first and tell you what is reachable without a release.

What this role has shipped

A delivery that evidences the work above.

Need an Unity engineer on the board?

Tell us the role, the stack and when you need someone starting. We come back with who we can put on it and what it costs, in writing.

Message received

We’ll review your enquiry and respond within one business day.

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