Team Need quick submission here . try to submit locals Full stack developer St Louis, MO-3days onsite Rate :: 58-60/hr on C2C Sigma-Aldrich - Biotechnology Research React/Next.js Graphql NodeJS MUI For building component…
Game Developer jobs in St. Louis, MO
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.
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Open game developer roles
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Web Developer/ ServiceNow Developer - Remote/Virtual - 100% ~ Full-time Job Description: Description: Ideally prefer someone with ServiceNow experience, but will consider very experienced Web Developers. Contractors will…
A technology solutions provider is hiring a Web Developer/ ServiceNow Developer for a full-time remote position. The ideal candidate should have experience with ServiceNow and be responsible for developing core functiona…
: Position Overview: We are seeking a highly skilled SharePoint Online Developer with expertise in customizing SharePoint functionality to work with our client. The ideal candidate will be proficient in developing robust…
visa sponsorship for this position. Responsibilities: We apply an interdisciplinary, collaborative approach to plan, design, develop, and verify complex lifecycle-balanced system-of-systems and system solutions. We asses…
Job Description Job Description Software developer for c#, react and more
problems through engineering solutions. You will assist engagement teams through the analysis of specific business requirements, design, develop, integrate, test, and deploy distributed software applications. You will de…
job summary: The Sr .Net Developer is responsible for analyzing, supporting, and enhancing the core business processes by leveraging technology to improve operational efficiency and effectiveness. This role supports and…
Job Detail Organization: GeoAcuity Title: FRONT-END DEVELOPER Location: On-site - St. Louis, MO | DC Metro | Springfield, VA | Redlands, CAPosted: 2026-07-10 Application Deadline: Position Description: FRONT-END DEVELOPE…
Job Detail Organization: GeoAcuity Title: Back-End Developer Location: On-site — St. Louis, MO | DC Metro | Springfield, VA | Redlands, CAPosted: 2026-07-07 Application Deadline: Position Description: Back-End Developer…
opening, and we encourage interested candidates to apply for future consideration. As a Full Stack Software Engineer, you will... Develop, deploy, and maintain cloud-based services using AWS Lambda, EC2, and other core A…
Job Description Job Description Overview Seeking a Java / Node.js Engineer focused on application security remediation, technical debt reduction, and automated vulnerability fixes across multiple platforms. This role par…
What game developers earn in St. Louis
Hourly first — that's how the offer arrives
| Experience | Hourly | Annual, full-time |
|---|---|---|
| Entry level | $26–$39 | $55k–$81k |
| Mid level | $39–$55 | $81k–$115k |
| Senior | $53–$73 | $110k–$152k |
Adjusted for the St. Louis market from national ranges.
What employers ask for
The skills these listings keep naming
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.
Resume tips that move the needle
For game developers specifically — generic advice costs you here
Link playable work — shipped titles, itch.io projects, or a portfolio reel; in games, the work is the resume.
Specify your engine and language depth (Unity/C#, Unreal/C++) and your specialty: gameplay, graphics, tools, or networking.
Name your specific contributions on team titles — 'built the save system and enemy AI' beats a credit line.
Include game jams and finished small projects; they prove you can complete things, which studios weight heavily.
Show performance work with numbers, such as frame-rate targets hit on specific hardware.
Where this role goes
Typical progression
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