Engineering & IT · 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.

1,205
Open roles today
$37–$101/hr
Typical pay range
$136k
Median, full-time
2
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01

Open game developer roles

12 shown of 1,205 · sorted by freshness

.NET Full Stack Engineer

EPAM Systems · Boston, MA
$103k - $173k

Mon, 07/20/2026 - 02:57 We’re seeking a .NET Full Stack Engineer with strong Angular, Azure, C#, and SQL expertise to join a rapid development initiative for an IoT platform. This role is 100% on-site in Beverly, MA (5 d…

Posted today
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Lead Mobile Engineer

Mark43 · Boston, MA

balancing long-term architecture with rapid customer delivery. ~ Collaborated closely with Product, Design, and Engineering to develop solutions that meet customer needs while maintaining a high bar for quality and perfo…

Posted 1w ago
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Senior Full Stack Java Developer

Boston, MA · Temporary

Kforce has a client that is seeking a Senior Full Stack Java Developer in Boston, MA. Responsibilities: ~ Collaborate with Business Analysts to translate business requirements into technical designs ~ Develop, test, and…

Posted 1w ago
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Lead Full Stack Developer

Eliassen Group · Boston, MA

Job Description Job Description Description: Hybrid 4 days onsite in Boston, MA Our client seeks a Lead Full Stack Developer and offshore coordinator to serve as the primary liaison between business stakeholders, onsite…

Posted 1w ago
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Lead Software Engineer, Backend

DK Crown Holdings Inc. · Boston, MA · Full-time
$136k - $170k

and drive innovation at scale. What You'll Do Architect, develop, and maintain scalable and secure systems and APIs that power... ...DKNG) technology company headquartered in Boston. As a regulated gaming company, you ma…

Posted 1w ago
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Front End Software Engineer

Next Insurance · Boston, MA
$112k - $165k

ll not only get deep into coding on a day-to-day basis, but you will be in a position to drive technical decisions, mentor other developers, and influence the future of our front-end vision and technologies. If you are f…

Posted 2w ago
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Front-End Software Developer Co-Op Spring 2027

Specter Aerospace · Boston, MA
$23 - $30 per hour

Job Description Job Description Salary: $23-$30hr Role Summary Specter Aerospace is seeking a Front-End Software Developer Co-op (4-6+ month cycle) to contribute to the development of user interfaces, data dashboards, an…

Posted 3w ago
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C++ Software Engineer Lead I

oneZero Financial Systems · Somerville, MA
$160k - $200k

Texas Washington Job Purpose As a development Lead, you will work collaboratively with a team of highly experienced developers from around the world on core technologies and critical real-time systems that drive the oneZ…

Posted 3w ago
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Job Description Job Description Massachusetts Property Insurance Underwriting Association is seeking a Microsoft Full Stack .Net Developer to join their Information Technology Department. This position reports to the IT…

Posted 3mo ago
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FOUR Full Stack Java Developers (Java, Spring Boot, Hibernate, Cloud, Angular, React JS, SQL, Oracle, DevOps tools, CI-CD, JavaScript, Python, REST API, MySQL) in Boston, MA Angular, AWS, Azure, Java, JavaScript, Microse…

Posted 6mo ago
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02

What game developers earn in Boston

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, 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.

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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