Engineering & IT · Portland, OR

Game Developer jobs in Portland, OR

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.

264
Open roles today
$32–$88/hr
Typical pay range
$117k
Median, full-time
9
Fresh in this list

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01

Open game developer roles

11 shown of 264 · sorted by freshness

Lead Engineer, Manufacturing Process

Celestica · Portland, OR

Country: USA State/Province: Oregon City: Portland SummaryThe Lead Engineer, Manufacturing Process is responsible for designing, developing, deploying and optimizing processes for manufacturing to achieve quality, cost a…

Posted 2d ago
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Global Product Support Engineer 3

Lam Research Corporation · Tualatin, OR

The group you’ll be a part ofIn the Global Products Group, we are dedicated to excellence in the design and engineering of Lam’s etch and deposition products. We drive innovation to ensure our cutting-edge solutions are…

Posted 2d ago
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Software Engineer - IAM (Java)

New Relic · Portland, OR
$114k - $142k

resumes, and will not pay fees to any third-party agency or company that does not have a signed agreement with New Relic.New Relic develops and distributes encryption software and technology that complies with U.S. expor…

Posted 3d ago
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Lead .NET Full Stack Engineer

Bright Vision Technologies · Beaverton, OR · Full-time
$90k - $100k

cloud-integrated services. The ideal candidate will combine strong backend expertise in C# and .NET Core with hands-on experience developing modern front-end applications using JavaScript frameworks, and will be comforta…

Posted 1w ago
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Lead Backend Engineer

Bright Vision Technologies · Beaverton, OR · Full-time

Lead Backend Engineer – Remote Bright Vision Technologies is a technology consulting and software development company delivering cloud, AI, data, and enterprise solutions across the United States. This is a fantastic opp…

Posted 1w ago
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Lead Backend Developer

Bright Vision Technologies · Beaverton, OR · Full-time
$80k - $95k

Lead Backend Developer – Remote Bright Vision Technologies is a technology consulting and software development company delivering cloud, AI, data, and enterprise solutions across the United States. This is a fantastic op…

Posted 1w ago
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Lead Java Full Stack Engineer

Bright Vision Technologies · Beaverton, OR · Full-time
$80k - $100k

petitions for this position. Job Summary We are seeking an accomplished Lead Java Full Stack Engineer to architect, design, develop, and maintain enterprise-grade web applications and distributed systems that operate at…

Posted 1w ago
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Senior Software Engineer (.NET/EF/Azure)

Swan Island Networks · Portland, OR · Full-time

About Us Swan Island Networks has been developing situational intelligence and alerting software for over a decade. Swan Island's current TX360® platform helps companies make faster, better informed decisions in mission…

Posted 3mo ago
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Frontend Developer

Entp · Portland, OR

Work at entp! Frontend Developer ENTP is looking to add a Frontend Developer The Job Lighthouse is getting a major facelift and we're 90% of the way there, but we need a designer/frontend developer to round out the devel…

Posted 4mo ago
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02

What game developers earn in Portland

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $32–$47 $66k–$97k
Mid level $47–$66 $97k–$138k
Senior $63–$88 $132k–$182k

Adjusted for the Portland 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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