Job ID: 101282664544Posted: 2026-09-28Location: Irving, Texas, United StatesSalary: $84,580.00 - $118,020.00Category: Technology, Applications Development, Entry LevelCompany: CitiThe Applications Development Intermediat…
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.
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Open game developer roles
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Who We AreAt Kyndryl, we design, build, manage and modernize the mission-critical technology systems that the world depends on every day. So why work at Kyndryl? We are always moving forward - always pushing ourselves to…
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…
Allegro" philosophy by ensuring technical resources are deployed efficiently across high-priority global accountsBuild, train, and develop a high-performing, globally distributed team of FAEs, ensuring technical expertis…
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…
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…
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…
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…
Job-ID29099243Reference26-23542Remote50% RemoteRole Summary We are seeking experienced Java Full Stack Developers with strong ReactJS expertise to design, build, and maintain enterprise-grade applications for the Edward…
programming and ensure application design adheres to the overall architecture blueprint* Utilize advanced knowledge of system flow and develop standards for coding, testing, debugging, and implementation* Develop compreh…
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…
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…
What game developers earn in Dallas
Hourly first — that's how the offer arrives
| Experience | Hourly | Annual, 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.
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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