Engineering & IT · St. Louis, MO

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.

397
Open roles today
$26–$73/hr
Typical pay range
$98k
Median, full-time
5
Fresh in this list

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01

Open game developer roles

12 shown of 397 · sorted by freshness

Remote ServiceNow & Web Developer - 100%

Fabergent · Saint Louis, MO · Full-time

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…

Posted yesterday
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SharePoint Programmer Analyst

Savi Gurus · Saint Louis, MO · Full-time

: 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…

Posted yesterday
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Mid-Level Systems Engineer - Saint Louis

Boeing · Saint Louis, MO · Full-time
$112k - $151.8k

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…

Posted 2d ago
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Sr .Net Developer

Saint Louis, MO
$97k

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…

Posted 3w ago
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FRONT-END DEVELOPER

Saint Louis, MO

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…

Posted 1mo ago
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Back-End Developer

Saint Louis, MO

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…

Posted 1mo ago
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Full Stack Software Engineer

Reinventing Geospatial, Inc. (RGi) · Saint Louis, MO

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…

Posted 1mo ago
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Application Security Engineer Java / Node.js

The Giant Bullseye · Saint Louis, MO

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…

Posted 4mo ago
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02

What game developers earn in St. Louis

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, 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.

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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