21Company: HAN Staffing We currently have 50 Full Stack openings across Engineer and Lead levels, Open Positions : 30 Full Stack Developers & 20 Lead Full Stack DevelopersLocation: Madison, NJ/ Manhattan, NY/ Boston, MA,…
Game Developer jobs in Boston, MA
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.
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Open game developer roles
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process, please direct your inquiries to the Global Call Center (GCC) at ****@*****.***. Recruiting tips From developing a stand out resume to putting your best foot forward in the interview, we want you to feel prepared…
maintain code repositories Implement test strategies, analyse results, and coordinate bug fixes to uphold the software quality standards Develop user training programs, documentation, and support frameworks to ensure a s…
Anduril Industries is a defense technology company with a mission to transform U.S. and allied military capabilities with advanced technology. By bringing the expertise, technology, and business model of the 21st century…
Full Stack DeveloperThe Opportunity:We’re seeking a highly skilled and motivated Full Stack Developer to join a small, high-impact team supporting Intelligence Community operations in the CBRN mission space. This is a un…
applications that integrate with data governance, metadata, and analytics platforms across the enterprise. This position is ideal for a developer who enjoys working on complex systems, building full-stack applications, a…
make us who we are and the work we do possible. Principal Software Engineer - Hybrid Boston, MAOnshape ( ), a PTC SaaS business, is developing a completely new Computer Aided Design (CAD) and design data management platf…
assistance to customer support teams and other development teams.Responsibilities: Work under minimal supervision to analyze, design, develop, test, and debug small to medium software enhancements and solutions within ou…
Skip To Main ContentBack to SearchOffice in United States of America: BostonLooking for something else?Find a vacancy that works for you. Send us your CV to receive a personalized offer.Find me a jobWe’re seeking a .NET…
Please note this posting is to advertise potential job opportunities. This exact role may not be open today but could open in the near future. When you apply, a Cisco representative may contact you directly if a relevant…
Software Engineer, Platform Engineering to help define, build and evolve reusable platform capabilities that enable application teams to develop, deploy, and operate software safely and effectively. This is a senior indi…
platforms. Produce PoC findings, risk analysis, cost/benefit analysis, architecture decisions, and go/no-go recommendations. Develop and manage the mobile vulnerability lifecycle, including discovery, assessment, priorit…
What game developers earn in Boston
Hourly first — that's how the offer arrives
| Experience | Hourly | Annual, full-time |
|---|---|---|
| Entry level | $37–$54 | $77k–$113k |
| Mid level | $54–$77 | $113k–$160k |
| Senior | $74–$101 | $154k–$211k |
Adjusted for the Boston market from national ranges.
What employers ask for
The skills these listings keep naming
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.
Resume tips that move the needle
For game developers specifically — generic advice costs you here
Link playable work — shipped titles, itch.io projects, or a portfolio reel; in games, the work is the resume.
Specify your engine and language depth (Unity/C#, Unreal/C++) and your specialty: gameplay, graphics, tools, or networking.
Name your specific contributions on team titles — 'built the save system and enemy AI' beats a credit line.
Include game jams and finished small projects; they prove you can complete things, which studios weight heavily.
Show performance work with numbers, such as frame-rate targets hit on specific hardware.
Where this role goes
Typical progression
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