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.

303
Open roles today
$32–$88/hr
Typical pay range
$117k
Median, full-time
2
Fresh in this list

No email, no resume, no sign-up. Save any listing below and you start anonymously.

You're signed in. Saving a listing drops it straight into your pipeline.

01

Open game developer roles

9 shown of 303 · sorted by freshness

Senior (Lead) Large Loads Solutions Engineer

GridStor · Portland, OR · Full-time

Company Overview: GridStor develops, constructs, and operates battery energy storage projects that improve grid reliability and power economic growth across North America. Backed by Goldman Sachs Asset Management, GridSt…

Posted yesterday
+ Save to tracker View listing

IT Applications Engineer

Kaiser Permanente · Lake Oswego, OR · Full-time
$141.7k - $183.37k

Salary: $141,700 - 183,370 per year Requirements: Minimum five (5) years of experience with projects involving solution implementation utilizing development life cycles (e.g., SDLC) At least two (2) years in a technical…

Posted 5d ago
+ Save to tracker View listing

Full Stack Web Developer

Ohm Systems · Beaverton, OR

Notes: ~ This position is onsite WHQ for the hybrid work schedule We are looking for an experienced full stack Web Developer who can develop responsive web experiences and performant, reliable services that serve athlete…

Posted 1w ago
+ Save to tracker View listing

Metrology Application Engineer - USA

Nearfield Instruments · Portland, OR · Full-time

Engineering colleagues to drive for issue resolution timely. · Working closely with colleagues in Development & Engineering and R&D to develop new measurement modes and metrology solutions, data processing algorithms, an…

Posted 1w ago
+ Save to tracker View listing

Senior Principal Software Engineer

Nike · Beaverton, OR · Full-time

tastemakers, playmakers, risk takers and glue players. Are you game? Sr. Principal Engineer CONSUMER PRODUCT AND INNOVATION , PHK... ..., half of your time will be spent leading by example to design, develop, operate, an…

Posted 2w ago
+ Save to tracker View listing

Lead Product Engineer

Nike · Beaverton, OR

and continue leading us to greatness. The next tastemakers, playmakers, risk takers and glue players. Are you game? Lead Product Engineer - N IKE, Inc . - Beaverton , OR. Collaborate with key functional partners througho…

Posted 3w ago
+ Save to tracker View listing

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 2mo ago
+ Save to tracker View listing

Lead Propulsion Engineer

Portland, OR · Full-time
$100k - $150k

plus stock options and benefits Onsite role Darwin Space are partnered with an exciting hybrid propulsion company who are developing a new generation of environmentally conscious suborbital and orbital launch systems. Th…

Posted 4mo ago
+ Save to tracker View listing
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
Ten quiet minutes a day

Applying for game developer jobs in Portland?

Robbi carries this page into your first day: your role, your city, your shift preference. Then it hands you a few small things each morning and keeps the pipeline honest.

Save what looks right here, then let Robbi hand you a few small things each morning and keep the follow-ups honest.

Start with this search No email, no resume, no sign-up. Open your tracker Everything you saved is already there.
303 Game Developer roles in Portland Save them into one pipeline Save them into your pipeline
Start free My tracker