Engineering & IT · Baltimore, MD

Game Developer jobs in Baltimore, MD

Game developers build interactive experiences in engines like Unity and Unreal — writing gameplay systems, optimizing performance, and collaborating with artists and designers to ship playable worlds.

383
Open roles today
$30–$83/hr
Typical pay range
$112k
Median, full-time
8
Fresh in this list

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01

Open game developer roles

12 shown of 383 · sorted by freshness

Backend Application Engineer (Python)

Shield Consulting Solutions · Linthicum, MD · Full-time
$225k - $235k

field. ~8 years of applicable professional experience. Job Description: ~ As part of the Secure the Enterprise initiative, develop capabilities to shift from the current manual system security evaluation and authorizatio…

Posted today
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Lead Frontend Engineer

Alertus Technologies · Baltimore, MD

to their start date. Protecting people from harm is what we do. It's our mission and our passion. As a company dedicated to developing advanced technologies to help save lives, we feel strongly that our employees protect…

Posted yesterday
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Ruby on Rails Backend Engineer

Archesys Inc · Baltimore, MD

Optimize application and integration performance to ensure seamless and reliable operation. Mentorship & Guidance: Mentor junior developers and provide technical guidance to the team (as needed). Continuous Improvement:…

Posted yesterday
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26-2285: .Net Developer - Baltimore, MD

Navitas Business Consulting · Baltimore, MD · Full-time
$70k - $100k

Net Developer Job ID#: 26-2285 Clearance: N/A Location: Baltimore, MD Who We Are: Since our inception back in 2006, Navitas has grown to be an industry leader in the digital transformation space, and we’ve served as trus…

Posted 6d ago
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$89.6k - $194k

Sr. Java Full-Stack Developer Position Description CGI Federal is seeking an experienced Senior Java Full Stack Developer to provide end to end ownership of critical internal applications supporting SSA's MDE platform. I…

Posted 1w ago
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Application Developer (backend) 4

Lentech Inc. · Linthicum, MD · Full-time
$198k - $212k

Description : Develop capabilities to shift from the current manual system security evaluation and authorization process to a new model that emphasizes automation, streamlined processes and approvals, continuous monitori…

Posted 1mo ago
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Front End Engineer

TrackOFF · Baltimore, MD

TrackOFF team is not able to sponsor visa requirements. What You'll Do Expedite the production process for our web-based assets Develop and participate in systems that ensure successful, on-time delivery of assets Work c…

Posted 1mo ago
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02

What game developers earn in Baltimore

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $30–$44 $63k–$92k
Mid level $44–$63 $92k–$131k
Senior $61–$83 $126k–$173k

Adjusted for the Baltimore market from national ranges.

03

What employers ask for

The skills these listings keep naming

Unity (C#) or Unreal (C++)Gameplay programming3D math (vectors, matrices)Performance profilingPhysics and animation systemsMultiplayer networking (a plus)Shaders and graphics basicsCollaboration with art and designIterating from playtest feedback
04

Interview questions worth rehearsing

With the thing the interviewer is actually listening for

Walk me through a gameplay system you built — movement, combat, inventory, anything.

Explain the architecture and how it survived design changes. Games iterate constantly, so flexible systems are the real skill being probed.

Your frame rate dropped below target. How do you find the cause?

Profile first — CPU versus GPU — then narrow to draw calls, scripts, physics, or garbage collection. Naming the actual profiler tools you use makes it credible.

Explain the difference between Update and FixedUpdate (or tick contexts in your engine).

Frame-dependent versus fixed-timestep logic, and why physics belongs in the fixed step. A quick example of a bug caused by mixing them up is a nice touch.

How do you handle a designer requesting a change that breaks your architecture?

Show that you serve the game: understand the intent, propose alternatives, and refactor when the design direction is real. Rigidity is a bigger flag than rework.

What would you consider when adding multiplayer to a single-player game?

Authority, state synchronization, latency compensation, and the honest answer that retrofitting networking is expensive. Scoping realism is the point.

Tell me about a game you shipped or finished — even a small one.

Finished matters more than ambitious. Talk about the last 20 percent: polish, bugs, cuts you made to actually release.

How do you use object pooling, and why?

Reusing objects to avoid allocation and garbage-collection spikes — bullets and effects are the classic case. Tie it to a frame-time problem you solved.

05

Resume tips that move the needle

For game developers specifically — generic advice costs you here

01

Link playable work — shipped titles, itch.io projects, or a portfolio reel; in games, the work is the resume.

02

Specify your engine and language depth (Unity/C#, Unreal/C++) and your specialty: gameplay, graphics, tools, or networking.

03

Name your specific contributions on team titles — 'built the save system and enemy AI' beats a credit line.

04

Include game jams and finished small projects; they prove you can complete things, which studios weight heavily.

05

Show performance work with numbers, such as frame-rate targets hit on specific hardware.

06

Where this role goes

Typical progression

01 Junior Game Developer
02 Game Developer
03 Senior Game Developer
04 Lead Programmer
05 Technical Director
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