Engineering & IT · Detroit, MI

Game Developer jobs in Detroit, MI

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.

171
Open roles today
$27–$74/hr
Typical pay range
$99k
Median, full-time
12
Fresh in this list

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01

Open game developer roles

12 shown of 171 · sorted by freshness

Senior Salesforce Developer

General Motors · Warren, MI

build, and deliver trusted market-leading technology products in a secure, stable, scalable way in the Force.com platform. Design and develop critical technology solutions across multiple technical areas to support the o…

Posted 2d ago
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$99.6k - $166.6k

We made history and now we work to transform the future - for our customers, our communities and our families. You'll see your work on the road every day, helping people move freely and pursue their dreams. At Ford, you…

Posted 2d ago
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Cloud Engineering Engineer 2

Kyyba · Dearborn, MI

functional Agile team to build cloud-native services, data integrations, user-facing capabilities, and platform observability. The developer will receive technical direction from senior engineers and architects while pro…

Posted 3d ago
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Senior Software Engineer - Mobile

General Motors · Warren, MI

platforms will be instrumental in crafting user-friendly and feature-rich applications for various mobile devices. What You’ll Do Developing mobile application using React Native framework. Developing application program…

Posted 3d ago
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Thermal Lead Design Release Engineer

General Motors · Center Line, MI

other means to resolve studio criteria violations and document deviations.Utilize GM engineering tools and processes to successfully develop thermal components and systems and to rigorously manage program milestones.Coac…

Posted 3d ago
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DevOps Engineer III

Deloitte · Detroit, MI
$116.2k - $229.1k

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…

Posted 4d ago
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02

What game developers earn in Detroit

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $27–$39 $56k–$82k
Mid level $39–$56 $82k–$116k
Senior $54–$74 $112k–$153k

Adjusted for the Detroit 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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