Engineering & IT · Seattle, WA

Game Developer jobs in Seattle, WA

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.

353
Open roles today
$36–$99/hr
Typical pay range
$133k
Median, full-time
11
Fresh in this list

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01

Open game developer roles

12 shown of 353 · sorted by freshness

Software Engineer, Backend

Stripe · Seattle, WA
$206.09k - $285.6k

Who we are About StripeStripe, LLC. is a financial infrastructure platform for businesses. Millions of companies - from the world’s largest enterprises to the most ambitious startups - use Stripe to accept payments, grow…

Posted 2d ago
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$143.7k - $194.4k

implementing UI components and scaling our open source design system for web frameworks. We want to abstract away implementation details so developers can focus on building great experiences for their customers.A day in…

Posted 2d ago
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Senior Software Engineer (Java Backend)

Walmart · Bellevue, WA
$108k - $216k

engineers and product teams to implement features and optimize our mobile apps for performance and scalability. What you'll do: Develop high-quality large scale applications using Java, Spring Boot and Kafka.Participate…

Posted 3d ago
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Lead Scientific Engineer\Programmer

Tri-S Recruiters · Seattle, WA

software for water resources, environmental systems and complex engineering problems. This position will have a direct impact in developing new modeling capabilities to enhance our state-of-the-art modeling and simulatio…

Posted 3d ago
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Software Engineer, Geospatial Platform (Terra)

Anduril Industries · Seattle, WA
$166k - $220k

and maintain an active U.S. Secret security clearancePREFERRED QUALIFICATIONSYou've built or invented something: an app, a website, game, startupPrevious experience working in an engineering setting: a startup (or startu…

Posted 5d ago
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Java/J2EE Developer

Infosys Technologies · Seattle, WA

maintain code repositories Implement test strategies, analyse results, and coordinate bug fixes to uphold the software quality standards Develop user training programs, documentation, and support frameworks to ensure a s…

Posted 5d ago
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IAM Full Stack Developer

2T Consulting · Seattle, WA · Temporary

We are seeking an IAM Full Stack Developer with strong experience in Identity and Access Management, PingOne integrations, Java/Spring Boot, front-end development, and cloud-native technologies. The ideal candidate will…

Posted 3w ago
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02

What game developers earn in Seattle

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $36–$53 $75k–$110k
Mid level $53–$75 $110k–$156k
Senior $72–$99 $150k–$206k

Adjusted for the Seattle 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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