Engineering & IT · Milwaukee, WI

Game Developer jobs in Milwaukee, WI

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.

135
Open roles today
$27–$75/hr
Typical pay range
$101k
Median, full-time
12
Fresh in this list

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01

Open game developer roles

12 shown of 135 · sorted by freshness

NextGen Software Engineer

Johnson Controls · Milwaukee, WI

teams to solve complex challenges and drive impact. Receive mentorship and coaching from senior leaders and technical experts while developing problem-solving, communication, and leadership capabilities. Contribute to th…

Posted 2d ago
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CCaaS Technical Lead, Senior Consultant

Deloitte · Milwaukee, WI
$130k - $200k

deployment, and production support. Key responsibilities include:Lead technical workstreams for CCaaS and Contact Center AI implementations. Develop solution designs, integration patterns, technical specifications, and i…

Posted 2d ago
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Sr Software Engineer- Web (AWS, .NET)

Milwaukee Electric Tool · Milwaukee, WI

, receive, give, and ask for feedback frequently, and think with an entrepreneurial mindset.Your Role on Our Team: Self-motivated developer with a demonstrated background designing, developing and deploying sustainable s…

Posted 3d ago
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Software Developer

Baird · Milwaukee, WI

Wealth Management (PWM) clients to access their financial information and digital servicing capabilities. As an experienced Software Developer on the BOL team, you’ll create, enhance and support modern web applications t…

Posted 3d ago
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Rovo & AI Prompt Engineer

Accenture · Milwaukee, WI

improve productivity and decision-making.Role-Specific Responsibilities:Design enterprise AI prompts and conversational experiences. Develop and maintain Atlassian Rovo Agents.Build AI-powered knowledge assistants and wo…

Posted 3d ago
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SAP Project Manager

NTT DATA · Milwaukee, WI

planning, execution, and delivery of SAP S/4HANA implementation projects, ensuring successful delivery within scope, schedule, and budget. Develop and maintain detailed SAP S/4HANA implementation plans, project schedules…

Posted 3d ago
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Platform Engineer (Remote)

Kohl's · Menomonee Falls, WI

and simplify the platform user experience for development teamsContribute to platform engineering and software standardsContinuously develop self and support the development of othersStreamline Kohl’s development process…

Posted 3d ago
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solution architecture supporting Dynamics CRM and D365 F&OThis role does not:Own Power Platform administration, licensing, or citizen- developer supportOwn Power BI reporting or Snowflake-based analytics; that stays with…

Posted 3d ago
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Systems Architect - Pega PRPC

Mindlance · Brookfield, WI

building technically complex frameworks to support application development. Additionally, the SA acts as a mentor for application developers both inside and outside of their section and department, guiding the developers…

Posted 4d ago
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02

What game developers earn in Milwaukee

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $27–$40 $57k–$84k
Mid level $40–$57 $84k–$119k
Senior $55–$75 $114k–$157k

Adjusted for the Milwaukee 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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