Engineering & IT · Louisville, KY

Game Developer jobs in Louisville, KY

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.

130
Open roles today
$26–$72/hr
Typical pay range
$97k
Median, full-time
5
Fresh in this list

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01

Open game developer roles

10 shown of 130 · sorted by freshness

APPLICATION PROGRAMMER ANALYST III

Kentucky Farm Bureau Mutual Insurance Company · Louisville, KY · Full-time

take lead role in dealing with users in defining new systems; prepare technical design and program specifications; mentor software developers; and recommend vendor application and development software. A bachelor's degre…

Posted yesterday
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ICT Lead ( DataCenter Engineering )

System One · Louisville, KY · Full-time

For immediate consideration, please connect with me on LinkedIn at and then email your resume, work authorization status, current location, availability, and compensation expectations directly to ****@*****.*** - make su…

Posted 2d ago
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React Native Full Stack Developer

Ztek Consulting INC · Louisville, KY · Full-time

plz upload this JD bhai. 423740 Humana React Native Full Stack Developer Louisville, Kentucky or Dallas, Texas (on-site) market rate React Native Full Stack Developer Must Have Technical/Functional Skills Hands on Experi…

Posted 6d ago
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Full Stack Developer Lead

Medvantx Inc · Louisville, KY

Job Description Job Description The Full Stack Developer, Lead is responsible for the design, development, implementation, integration, and support of Medvantx's enterprise software platforms, customer-facing application…

Posted 1w ago
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Net Developer

Tror AI for everyone · Louisville, KY

Job Role: Sr. Net Developer Job Location: Louisville KY (Onsite) Job Type: Contract Required Qualifications: ~8-10 years of professional software development experience, preferably with significant hands-on experience in…

Posted 1w ago
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Web/App Developer Internship

Reach Alert · Louisville, KY

REACH Alert is seeking a self-directed part-time Web/App Developer with a passion for technology, collaboration, and creative problem-solving. The intern will actively contribute to meaningful projects and work closely w…

Posted 2mo ago
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Sales Applications Engineer - Air Filtration

American Air Filter International · Louisville, KY

and provides Project Engineering support of live contracts. Key Accountabilities: Working with the Sales team proactively develop aftermarket opportunities for upgrade, retrofit, and filter replacement In conjunction wit…

Posted 4mo ago
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02

What game developers earn in Louisville

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $26–$38 $55k–$80k
Mid level $38–$55 $80k–$114k
Senior $52–$72 $109k–$150k

Adjusted for the Louisville 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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