Engineering & IT · Kansas City, MO

Game Developer jobs in Kansas City, MO

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.

257
Open roles today
$27–$75/hr
Typical pay range
$100k
Median, full-time
1
Fresh in this list

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01

Open game developer roles

3 shown of 257 · sorted by freshness

Principal Software Engineer - Python

Veeva Systems · Kansas City, MO
$150k - $300k

Problem Solving: Quickly analyze complex problems, identifying knowns and unknowns, to accelerate the path to robust solutions Develop Best Practices: Define, promote, and mentor on engineering best practices and coding…

Posted today
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Embedded Software Engineer

IERUS Technologies, Inc. · Kansas City, MO · Full-time

customers with a diverse set of competencies including software development, air and missile defense, and systems engineering. IERUS develops value for our defense and commercial customers through accelerations of the te…

Posted 1w ago
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Lead Software Engineer

Free From Market · Kansas City, MO · Full-time
$150k - $180k

Free From Market is a VC-backed, social enterprise startup with the mission to empower everyone to manage their health through food. The company works with insurance companies, health care providers, community-based orga…

Posted 1w ago
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02

What game developers earn in Kansas City

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $27–$40 $56k–$83k
Mid level $40–$57 $83k–$118k
Senior $54–$75 $113k–$155k

Adjusted for the Kansas City 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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