the development of construction drawings in Civil 3D to ensure that the files and plans adhere to HDR and/or client CAD standards. Develop BIM execution plans for the Site Civil Discipline in Civil 3D and coordinate with…
Game Developer jobs in Fort Worth, 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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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…
FullTimeDepartment: LM Aeronautics Co- Fort WorthBusiness Unit: LM Aeronautics Co- Fort WorthStandard Job DescriptionResponsible for developing, integrating, and deploying autonomy and artificial intelligence algorithms…
continuously assess AA IT needs and areas for improvement Manages and leads adoption and migration of new and emerging technologies Leads, develops, and mentors a high performing engineering team of individuals with a di…
capabilities, strengths, and gaps Set and communicate technical direction that supports consistent delivery across teams and offices Develop, maintain, and implement practice standards, processes, and tools to improve qu…
policies, practices, hiring, disciplinary actions and trainingMonitor sales review activities, coordinate proper staff and coverage and develop and implement training plans within CRG to meet business objectivesMeet regu…
(CIS/MIS), Engineering or related technical discipline, or equivalent experience/training ~3+ years of experience designing, developing, and implementing large-scale solutions in production environments Preferred Qualifi…
machine or equipment design to factory and production conditions.Ensuring processes and procedures are in compliance with regulations. Develops user and design requirements, selects equipment vendors, or completes the te…
DescriptionAt HDR, our employee-owners are fully engaged in creating a welcoming environment where each of us is valued and respected, a place where everyone is empowered to bring their authentic selves and novel ideas t…
matter expert for advanced Creo methodologies, Windchill workflows, release processes, and design execution practices. Mentor and develop Design Leads, Lead Designers, and Designers. Support onboarding and development of…
will contribute across the full technology stack and participate in architecture, design, testing, and delivery. Responsibilities ~ Develop new applications, features, and product capabilities. ~Build back-end services a…
, and you like ice cream – Mid-States is the place for you! If you are not, please apply with our competitors! As a talented developer, you will be working on both large and small projects that are sometimes stand alone…
What game developers earn in Fort Worth
Hourly first — that's how the offer arrives
| Experience | Hourly | Annual, full-time |
|---|---|---|
| Entry level | $28–$41 | $58k–$85k |
| Mid level | $41–$58 | $85k–$121k |
| Senior | $56–$77 | $116k–$160k |
Adjusted for the Fort Worth 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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