Engineering & IT · Omaha, NE

Game Developer jobs in Omaha, NE

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.

69
Open roles today
$26–$73/hr
Typical pay range
$98k
Median, full-time
11
Fresh in this list

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01

Open game developer roles

12 shown of 69 · sorted by freshness

ICT Security Designer

HDR · Omaha, NE

evaluate, define and review customer needs/objectives and ensure those requirements are meet within the project design. Define and develop complete project related construction documents to include all design documents (…

Posted yesterday
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Java Fullstack Developer

Techgene Solutions LLC · Omaha, NE

Position: SME. Java Fullstack Developer Location: Omaha, NE (100% Onsite) Job type: Contract Exp Level: Min 15+ Years. STANDARD SKILLSET ROLE: JAVA FULL STACK DEVELOPER MUST HAVE: JAVA 8/17, SPRING BOOT, LINUX INTERMEDIA…

Posted 2d ago
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multi-discipline design teams daily. They will be responsible for leading the BIM design and production of FLS construction documents developed from BIM models.This position will collaborate closely with the FLS Digital…

Posted 2d ago
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Liquid Fuels Technical Lead

HDR · Omaha, NE

senior level engineers and/or designers. They will also work with client managers and the national business class to identify and develop specific technical expertise and will attend training and seminars focused on furt…

Posted 3d ago
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Cloud Security Engineer Manager

Deloitte · Omaha, NE
$118.7k - $243.7k

Technology US (DT - US) helps power Deloitte’s success, which serves many of the world’s largest, most respected organizations. We develop and deploy cutting-edge internal and go-to-market solutions that help Deloitte op…

Posted 3d ago
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Lead Integration Engineer

HDR · Omaha, NE

processes.-Conduct architecture, solution, and code reviews to ensure alignment with enterprise standards and quality expectations.- Develop reusable integration frameworks, templates, and shared components that reduce d…

Posted 5d ago
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DescriptionAt HDR, our employee-owners are fully engaged in creating a welcoming environment where each of us is valued and respected, a place where everyone is empowered to bring their authentic selves and novel ideas t…

Posted 5d ago
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DescriptionAt HDR, our employee-owners are fully engaged in creating a welcoming environment where each of us is valued and respected, a place where everyone is empowered to bring their authentic selves and novel ideas t…

Posted 5d ago
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02

What game developers earn in Omaha

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $26–$39 $55k–$81k
Mid level $39–$55 $81k–$115k
Senior $53–$73 $110k–$152k

Adjusted for the Omaha 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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