Hire Unreal Engine developers
Gameplay C++, replication, UE5 migration and the profiling work that decides whether a build ships at frame rate.
What hiring an Unreal Engine engineer here gets you
The terms, before the pitch.
Senior and mid+ Unreal engineers, embedded in your team on your board and under your tech lead, billed per engineer per month with a three-month minimum. They work in C++ and Blueprints — most Unreal work is both, and a specialist who only touches one of them slows the content team down.
Unreal is the engine behind a large share of the studios on our client list, including Farcana, Saber Interactive and 1C Game Studios. If the title is high-fidelity PC or console and you want replication that already works rather than one you build, this is the right engine and this is the right role to add.
What an Unreal engineer covers here
Six things this role owns, rather than a list of technologies.
Gameplay systems in C++
Core loop, abilities, state, and the boundary between C++ and Blueprint — drawn so designers can iterate without a programmer in the loop for every change.
Replication and netcode
Server-authoritative movement and state, relevancy and bandwidth tuning, and the reconciliation work that stops a competitive title being cheatable.
UE4 to UE5 migration
Porting an existing project without breaking the asset pipeline, then adopting Nanite and Lumen where they actually pay for themselves rather than everywhere.
Performance and profiling
Unreal Insights, frame budgets per platform, draw call and shader complexity work — the part that decides whether the build holds frame rate on the lowest target device.
Editor and pipeline tooling
Editor utilities, automation, and build pipeline work so the content team is not blocked on engineering for routine tasks.
Backend integration
Wiring the client to authoritative services — the boundary we also build on the other side, described in the backend architecture piece below.
The stack we staff for
What these engineers work in day to day.
Engine
Languages
Tooling
Adjacent
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.
Your title is mobile-first
Unity iterates faster, runs lighter and has the deeper mobile hiring pool. We will tell you that rather than staff the role — see the engine comparison below.
You need one generalist, not a specialist
A single engineer covering engine, backend, build and live ops is a real need, and it is a different hire from this one. Say so and we will scope it that way.
Nobody on your side owns the backlog
An embedded team without an owner drifts, and drift is expensive at senior rates. Managed project delivery is the better shape when direction has to sit with us.
Common questions
The three that come up on nearly every first call about this role.
What this role has shipped
Two deliveries, and the first one you can install.
Metarun — the Unreal Engine client
A 1v1v1 competitive runner built in Unreal and shipped to Google Play, where it is still listed: three character classes, the hero collection, the shop and the league screens, running on mobile hardware rather than a desktop GPU.
Read case study →Multiplayer game backend
The service side of the boundary an Unreal client talks to: 52,000 peak concurrent players at 62 ms and 99.98% uptime.
Read the case study →Need an Unreal Engine 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.
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