build, and optimize front-end features for a streaming application used on various devices. - Utilize React 18 and TypeScript to develop scalable and maintainable user interfaces. - Implement and maintain state managemen…
Game Developer jobs in Los Angeles, CA
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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incubation team, which is focused on discovering the next generation of mobile games. This role can be remote in the US or hybrid in Culver City, LA. Rather than spending years developing a single title, we believe one o…
Luxoft is looking for a Full-stack Developer who would be working with our Customer - one of the world's largest investment management companies. Based in Southern California, our client manages close to $2 trillion in a…
stable on resource-constrained devices. What You'll Do: Build and maintain front-end features using React 18 and TypeScript Develop predictable and maintainable state management using Redux and Redux Toolkit (RTK) Identi…
As a Game Designer, you will design, tweak, and optimize the player experience. Your analytical skills, player insight, and creativity... ...new ones Openly share work and seek feedback from other developers, while combi…
Naughty Dog has been crafting best-selling, critically acclaimed games that constantly push the boundaries of narrative, gameplay, and... ...blocking out simplified geometry to create engaging environments Develop level…
Job Overview Category Details Position Title Principal Game Designer, Gameplay (R&D / MMO) Company Riot Games Location Los Angeles, CA (Headquarters) Salary Range $185,200 – $258,000 USD (Base) Total Rewards Incentive Co…
cases across enterprise, consumer, creator, entertainment, and gaming. Genies has raised $200M from Silver Lake, BOND, and Bob Iger.... ...implementation plans. Strategic Impact — Drive initiatives that improve developer…
development with React or similar. Experience with SQL and relational databases such as MySQL / GCP Cloud SQL. Hands-on experience developing APIs, services for mobile applications, and web clients at scale. Experience w…
Certifications: None Experience: 5 + years of related experience US Citizenship Required: Yes Job Description: SOFTWARE DEVELOPER SENIOR What You'll Do Define and drive the strategic direction for frontend engineering pr…
End Engineering Build and maintain modern web applications using React, Next.js, TypeScript, and component-based architecture Develop performant, scalable, and maintainable front-end systems and reusable UI components In…
Hi, we're Oscar. We're hiring a Senior Software Engineer, Backend to join our Engineering team. Oscar is the first health insurance company built around a full stack technology platform and a focus on serving our members…
What game developers earn in Los Angeles
Hourly first — that's how the offer arrives
| Experience | Hourly | Annual, full-time |
|---|---|---|
| Entry level | $35–$51 | $73k–$107k |
| Mid level | $51–$73 | $107k–$152k |
| Senior | $70–$97 | $146k–$201k |
Adjusted for the Los Angeles 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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