Hire Remote C++ Game Developers

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Hire C++ Game Developers Who Write the Code Engines Are Built On

Modern game engines are written in C++. The gameplay systems, rendering pipelines, physics solvers, audio engines, and networking layers that power AAA titles are C++ at their core. Developers who can write production-quality game C++ — cache-aware data structures, lock-free concurrent systems, SIMD-optimized math, and platform-specific low-level code — are among the most technically rigorous engineers in the industry.

We match you with senior C++ game developers who’ve worked in engine-level systems, built gameplay frameworks from scratch, and optimized performance-critical code on PC and console hardware. Engineers who understand memory layout, CPU cache behavior, branch prediction, and the profiling discipline that turns a 30fps game into a 60fps game.

Start in days, not months. Pay 50% less than equivalent US-based game C++ talent.

What Our C++ Game Developers Build

Game Engine Systems

Core engine modules: entity component systems, scene graphs, resource management and asset streaming, input handling, and the engine foundation that gameplay systems build on. Custom engine development and engine modification for proprietary technology stacks.

Gameplay Framework & Systems

Gameplay ability systems, character locomotion, AI behavior systems, inventory and item systems, save/load architecture, and the gameplay frameworks that define how a game’s rules and mechanics are implemented and extended by designers.

Rendering & Graphics Systems

Custom render pipelines, render pass architecture, shader management systems, culling and visibility determination, and the rendering engineering that determines how a game looks and performs. GPU synchronization, draw call optimization, and the rendering profiling that identifies GPU bottlenecks.

Physics & Simulation

PhysX, Havok, Jolt Physics, and custom physics integration — rigid body dynamics, cloth simulation, vehicle physics, and the collision detection systems that make game worlds feel physical. Real-time simulation fidelity vs. performance trade-off engineering.

Network & Online Systems

Deterministic lockstep simulation, client-server authority models, rollback netcode, and the networking architecture that makes competitive multiplayer games fair and responsive. Reliable UDP transport, packet serialization, and anti-cheat integration.

C++ Game Development Stack

Languages: C++17/20, HLSL/GLSL (shaders), x64 Assembly (optimization), Python (tooling)

Engines: Unreal Engine C++ (UObject framework), custom proprietary engines, id Tech

Libraries: PhysX, Havok, Jolt, FMOD, Wwise, ENet, Steam SDK, platform SDKs

Profiling: Intel VTune, Radeon GPU Profiler, Unreal Insights, PIX, RenderDoc, Tracy

Platforms: Windows (Win32/DirectX), PlayStation 5 (GNM/GNMX), Xbox Series (GDK/DirectX 12)

Build Systems: CMake, Premake, FASTBuild, Incredibuild, custom build systems

Client Success Story: AAA Studio — Engine Optimization Achieves 60fps on PS5

A mid-size game studio shipping a third-person action game was struggling to hit their 60fps performance target on PlayStation 5 — profiling showed the CPU-bound frame cost was 28ms with a 16.7ms budget. Our C++ engineer spent 8 weeks on systems optimization: reorganized game object data from AoS (Array of Structs) to SoA (Struct of Arrays) layout for camera frustum culling (reducing cache misses 65%), implemented a job-graph-based parallel animation update replacing serial per-character updates (saving 4.2ms/frame), and replaced a dynamic allocator in the physics tick with a pool allocator (eliminating 2ms of allocation overhead per frame). Total frame time improvement: 11.8ms. The studio hit their 60fps certification target and shipped on schedule.

Client Success Story: Indie Studio — Custom ECS Scales to 50,000 Game Entities

A small game studio building a large-scale city builder needed to update 50,000+ entities per frame (citizens, vehicles, buildings with state) without frame drops. Their object-oriented entity system was taking 18ms per tick — three times their budget. Our C++ developer designed and implemented a custom ECS (Entity Component System) with SoA component storage, SIMD-vectorized position update loops, and a parallel job system using a work-stealing thread pool. Entity update time dropped from 18ms to 1.4ms. Maximum active entity count increased from 8,000 (the previous performance limit) to 200,000 with the same frame budget.

Why Companies Choose Our C++ Game Developers

  • Systems-level expertise: They write code that runs fast on real hardware — they understand CPU caches, SIMD, and GPU pipelines at the hardware level
  • Engine architecture depth: They’ve worked in large engine codebases and understand the patterns that make them maintainable and extensible
  • Profiling-first mentality: They measure before optimizing — they don’t guess, they use profilers to find real bottlenecks
  • 50% cost savings: Senior game C++ expertise at a fraction of US/UK market rates
  • Fast start: Most engagements begin within 1–2 weeks

Engagement Models

  • Individual C++ Game Developer — One senior engineer for engine systems, gameplay programming, or performance optimization.
  • Game Systems Pods (2–4 engineers) — C++ gameplay engineer paired with a graphics programmer and tools programmer. Common for engine feature development.
  • Full Engine Teams — Multiple C++ engineers for studios building proprietary engine technology or large-scale gameplay systems.
  • Contract-to-Hire — Evaluate code quality and architectural approach before committing long-term.

How To Vet C++ Game Developers

Our vetting identifies C++ engineers with genuine systems-level depth — not application developers who can compile a game.

  1. C++ mastery — Move semantics, template metaprogramming, RAII, undefined behavior, constexpr, memory layout, alignment, and the C++ features that matter in performance-critical game code. Over 90% of applicants do not pass this stage.
  2. Data-oriented design — Can they explain why SoA is faster than AoS for SIMD? Can they describe how cache line size affects algorithm design? Do they understand false sharing?
  3. Live optimization challenge — Profile a provided game loop with real performance problems and propose fixes. Evaluated on diagnosis approach, proposed solution correctness, and expected performance improvement estimation.
  4. Engine architecture discussion — Walk us through an engine system they’ve designed or significantly contributed to. What were the trade-offs? What would they change in hindsight?

What to Look for When Hiring C++ Game Developers

Strong C++ game developers optimize for the hardware, not for code elegance alone.

What strong candidates demonstrate:

  • They understand memory access patterns — they can explain how a data structure change affects cache behavior and frame performance
  • They profile with platform-specific tools (VTune, PIX, RGP) — they don’t guess at bottlenecks
  • They know when to use multithreading and when it adds complexity without benefit — they’ve designed thread-safe systems correctly
  • They’ve worked on shipped titles in a professional studio environment, not just personal projects

Red flags to watch for:

  • “C++ is just faster C” — no understanding of move semantics, RAII, or modern C++ practices
  • No profiling experience — optimizes based on intuition, not measurement
  • No understanding of data-oriented design or CPU cache behavior
  • Professional experience entirely in application software with no game-specific systems experience

Interview questions that reveal real depth:

  • “Walk me through how you’d design an entity update loop that processes 100,000 entities per frame within a 2ms CPU budget. What data layout, threading strategy, and SIMD approach would you use?”
  • “Explain the difference between a job system with work-stealing and a thread pool with a shared queue. When would you choose each, and why?”
  • “Describe a specific performance optimization you’ve done in a shipped game. What were the before/after numbers, what profiling tools did you use, and what was the root cause?”

Frequently Asked Questions

Do your C++ game developers work with specific engines or are they engine-agnostic?
Both. We have engineers who specialize in Unreal Engine C++ (UObject framework, gameplay systems, rendering plugin development) and engineers who work on proprietary or custom engine codebases. Many have worked across multiple engines. We’ll match you with engineers whose engine experience fits your technology stack.
Do your C++ game developers have console low-level experience?
Yes. PlayStation 5 (GNM/GNMX, DMA, SPUs), Xbox Series (GDK, DirectX 12 Ultimate), and platform-specific optimization are available in our network. Console low-level work requires NDA-protected SDK access — we’ll discuss platform requirements during the matching process.
Can your C++ developers work on graphics/rendering specifically?
Yes. We have dedicated graphics programmers with expertise in DirectX 12, Vulkan, and console-specific graphics APIs alongside game C++ generalists. For rendering-specific roles, see our Graphics Programmers page for specialized engineers.
How quickly can a C++ game developer start?
Most C++ game developers can begin within 1–2 weeks. You interview and approve every candidate before any engagement starts.

Want to Hire Remote C++ Game Developers?

We source, vet, and place senior C++ game developers who write the systems that games are built on — engineers who understand hardware, profile rigorously, and produce production-quality code that ships in AAA and indie titles. Whether you need one systems engineer or a complete C++ team, we make it fast, affordable, and low-risk.

Get matched with C++ game developers →


Ready to hire C++ game developers who write systems-level code? Contact us today and we’ll introduce you to senior C++ engineers within 48 hours.

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