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.

374
Open roles today
$29–$81/hr
Typical pay range
$109k
Median, full-time
12
Fresh in this list

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01

Open game developer roles

12 shown of 374 · sorted by freshness

Senior Cloud Engineer

Eide Bailly · Minneapolis, MN
$120k - $155k

related Microsoft cloud technologies, ensuring alignment between technical execution and business objectives. This role helps design, develop, test and support solutions while managing risks, dependencies, and delivery o…

Posted 2d ago
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Genesys Cloud Platform Architect

Slalom · Minneapolis, MN
$167k - $203k

maintain technical documentation, including solution design documents, call flow diagrams, integration specifications, and runbooks· Develop and execute test plans and scripts for System Integration Testing (SIT) and Use…

Posted 2d ago
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Software Engineer II

Planet Pharma · Minneapolis, MN

18Location: Minneapolis, MNCompany: Planet Pharma GroupContact: ApplicationsEmail: ****@*****.*** welcome a developer in test (writing test automation) and/or standard developer. Looking for strong core engineering skill…

Posted 2d ago
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Lead Graphic Designer

US Bank · Minneapolis, MN
$81.52k - $95.9k

At U.S. Bank, we’re on a journey to do our best. Helping the customers and businesses we serve to make better and smarter financial decisions and enabling the communities we support to grow and succeed. We believe it tak…

Posted 4d ago
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ServiceNow Technical Senior Consultant

Deloitte · Minneapolis, MN
$116.2k - $229.1k

shift from basic tech delivery to becoming strategic partners and change agents. Agile, DevOps, and Lean experts guide clients in developing next-generation technology teams. Qualifications: Required: 4+ years of relevan…

Posted 4d ago
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DevOps Engineer III

Deloitte · Minneapolis, MN
$116.2k - $229.1k

process, please direct your inquiries to the Global Call Center (GCC) at ****@*****.***. Recruiting tips From developing a stand out resume to putting your best foot forward in the interview, we want you to feel prepared…

Posted 4d ago
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Senior ServiceNow Developer - SecOps/OT

West Monroe Partners · Minneapolis, MN
$139.8k - $164.5k

Are you ready to make an impact?West Monroe is seeking a Senior ServiceNow Developer to help clients modernize Security Operations (SecOps) and Operational Technology (OT) workflows on the ServiceNow platform. This role…

Posted 5d ago
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SharePoint Consultant

Robert Half · Minneapolis, MN

We are seeking a SharePoint Consultant to assess our current SharePoint environment and help develop a scalable, governed approach to document management and collaboration. This individual will provide recommendations on…

Posted 5d ago
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$107.12k - $182.1k

customers amid a supportive culture that encourages creativity, collaboration, and passion.ResponsibilitiesManage Partner Relationships. Develop and maintain productive relationships with assigned partners within the Esr…

Posted 5d ago
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Associate Software Asset Specialist

Ebenezer · Minneapolis, MN

documents measurable business value through savings, cost avoidance, efficiency, and data accuracy outcomes. This role is expected to develop quickly through training and guided execution, supporting increasingly complex…

Posted 5d 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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