Engineering & IT · Dallas, TX

Game Developer jobs in Dallas, TX

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.

759
Open roles today
$29–$79/hr
Typical pay range
$106k
Median, full-time
12
Fresh in this list

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01

Open game developer roles

12 shown of 759 · sorted by freshness

Sr Full Stack Engineer

TEKsystems · Dallas, TX
$55 - $60 per hour

technology team responsible for modernizing document processing and servicing applications. This role will be responsible for designing, developing, and enhancing scalable microservices and user-facing applications that…

Posted 2d ago
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Java Backend Developer

Infosys Technologies · Dallas, TX

stakeholder requirements Participate in design discussions to capture software specifications, and aid in creation of process documentation. Develop, refine, and document code for new software applications, following det…

Posted 3d ago
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Java Full Stack Developer

Infosys Technologies · Richardson, TX

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…

Posted 3d ago
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Senior Full Stack Engineer

Humana · Dallas, TX
$106.9k - $147k

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…

Posted 3d ago
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OSS Java Developer

Infosys Technologies · Richardson, TX

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…

Posted 3d ago
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Experienced iOS mobile developer

NTT DATA · Dallas, TX

You will need to be proactive, customer friendly and able to support the work tasks you are responsible for without assistance. You must work well with others and be open to differing opinions and suggestions.SkillsProfi…

Posted 5d ago
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02

What game developers earn in Dallas

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $29–$42 $60k–$88k
Mid level $42–$60 $88k–$125k
Senior $58–$79 $120k–$165k

National ranges — pay in Dallas typically tracks these.

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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