Engineering & IT · San Francisco, CA

Game Developer jobs in San Francisco, CA

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.

734
Open roles today
$40–$111/hr
Typical pay range
$149k
Median, full-time
5
Fresh in this list

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01

Open game developer roles

12 shown of 734 · sorted by freshness

Sr Software Engineer (Front End Developer)

Disney Entertainment & ESPN Technology · San Francisco, CA · Full-time
$142.52k - $191.18k

every minute of every day - from Disney+ and Hulu, to ABC News and Entertainment, to ESPN and ESPN+, and much more. Innovation: We develop and execute groundbreaking products and techniques that shape industry norms and…

Posted yesterday
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Senior Software Engineer, Backend

Plaid · San Francisco, CA · Full-time
$190.8k - $262.8k

in the next few years. We're dedicated to empowering this transformation by building the tools and experiences that thousands of developers use to create their own products. Plaid powers the tools millions of people rely…

Posted yesterday
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Software Engineer, Backend - DoorDash Air

DoorDash · San Francisco, CA

visions to market. About the Role Are you an engineer passionate about using UAV technology to reimagine logistics? Do you thrive in developing and deploying state-of-the-art systems in real-world environments? Do you lo…

Posted yesterday
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Software Engineer - Backend

Epsilon Labs, Inc. · San Francisco, CA · Full-time

About Us We're tackling one of healthcare's most critical challenges in medical imaging and diagnostics. Our company operates at the intersection of cutting-edge AI and clinical practice, building technology that directl…

Posted 1w ago
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Software Engineer, Backend, DevProdAI

Snap Inc. · San Francisco, CA · Full-time
$209k - $313k

Snap Inc is a technology company. We believe the camera presents the greatest opportunity to improve the way people live and communicate. Snap contributes to human progress by empowering people to express themselves, liv…

Posted 1w ago
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Game Designer

MrBeast · San Francisco, CA · Full-time

experiences, and build a legacy that inspires future generations. Game Designer (Experience & Systems) About the Role We're looking... ...are engaging without relying on exploitative monetization. You develop a recogniza…

Posted 3w ago
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Front-End Leaning Full-Stack Engineer

Supplied Talent · San Francisco, CA · Full-time
$150k - $200k

Moritz Legal (YC W26) · San Francisco, CA (Hybrid, SoMa) · Full-time · $150K–$200K + 0.1–0.3% equity About Moritz Moritz Legal is building an AI-native law firm — a legal practice designed from the ground up around AI ra…

Posted 3w ago
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UI/UX Frontend Lead Developer

Solomon Page · San Francisco, CA · Temporary

We are seeking an experienced UI/UX Frontend Lead Developer with strong React.js expertise to lead frontend architecture, establish UI standards, and build scalable enterprise applications. This role combines hands-on de…

Posted 1mo ago
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02

What game developers earn in San Francisco

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $40–$59 $84k–$123k
Mid level $59–$84 $123k–$175k
Senior $81–$111 $168k–$231k

Adjusted for the San Francisco 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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