Engineering & IT · Minneapolis, MN

Game Developer jobs in Minneapolis, MN

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.

448
Open roles today
$29–$81/hr
Typical pay range
$109k
Median, full-time
5
Fresh in this list

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01

Open game developer roles

12 shown of 448 · sorted by freshness

Java Developer

Akaasa Technologies · Minneapolis, MN

Have Java Spring Boot Kafka SQL Python and Health Care Experience: Nice to have Senior Java Developer Job Overview We are seeking an experienced Senior Java Developer to design, develop, and maintain scalable, high-...

Posted 2d ago
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Lead Design Engineer

Placon Corporation · Minneapolis, MN
$105k - $115k

Why Placon – You'll Love It HereA hands-on leadership role where your expertise drives innovationOpportunities to lead, mentor, and develop engineering talentCollaborative, cross-functional environment focused on custome…

Posted 4d ago
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3D Designer

Target · Minneapolis, MN · Full-time
$73k - $132k

discovering that just-right product, and we infuse everything we do with our passion for affordable, differentiated design. We concept, develop, and deliver the products that Target guests expect and love. Our Digital Pr…

Posted 5d ago
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Sr. Full Stack Developer

Saransh Inc · Minneapolis, MN

Role: Sr. Full Stack Developer Location - Minneapolis, MN Job Description Years of experience needed 4- 6 year. Top must have skillsets: Full stack Application Development w/ AWS, ROSA, Java Spring, Angular JS Comfortabl…

Posted 6d ago
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Kotlin Backend Engineer (MN)

Dahl Consulting · Minneapolis, MN · Temporary

ceremonies, including daily stand-ups and sprint planning Qualifications Required Qualifications: Strong professional experience developing backend applications using Kotlin Experience with Spring Boot Experience buildin…

Posted 2w ago
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Backend Java Engineer (MN)

Dahl Consulting · Minneapolis, MN · Temporary
$82.71 - $97.74 per hour

business stakeholders to deliver reliable, performant features while supporting the day-to-day health of production systems. Design, develop, and maintain backend services using Java and Spring Boot. Implement new featur…

Posted 2w ago
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Principal Software Engineer

Accurant International · Minneapolis, MN · Full-time
$130k - $150k

expand the use of renewable energy, positively impacting the future of the planet. Job Responsibilities · Design & Development: Develop high-quality software design and performance architecture. Write clean, scalable cod…

Posted 2w ago
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Application Engineer

ELECTRIC MACHINERY COMPANY, a division of WEG · Minneapolis, MN

turbine customers worldwide. This role is responsible for prospecting new service business, quoting various services to customers, and developing sales proposals in coordination with the factories and partners delivering…

Posted 1mo ago
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3D Character Artist

Arrowwood Heart · Minneapolis, MN · Full-time
$112k - $180k

conceptualize character designs Implement textures and materials to enhance character realism Optimize character models for animation and game engines Participate in feedback sessions to improve character designs Researc…

Posted 2mo ago
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Automation Application Engineer

BALDWIN SUPPLY COMPANY · Minneapolis, MN

Job Description Job Description Job Title: Automation Application Engineer Department: Sales Reports to: EVP of Sales Work Location: Plymouth, MN Position: Fulltime / Salary / Onsite About Baldwin Supply : Baldwin Supply…

Posted 3mo ago
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02

What game developers earn in Minneapolis

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $29–$43 $61k–$90k
Mid level $43–$62 $90k–$128k
Senior $59–$81 $122k–$168k

Adjusted for the Minneapolis 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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