Physics Programmer
A physics programmer builds how things move and collide: vehicles, ragdolls, destruction, cloth, and the simulation that has to stay stable at every frame rate.
Game physics is not an attempt at accuracy but at a result that feels right and never explodes. The role implements and tunes collision, constraints, integration and the solvers behind them, usually on top of an existing engine, and spends much of its time on the cases where a simulation goes unstable or an object tunnels through a wall.
Determinism matters wherever a replay or a networked session has to produce the same outcome twice. Performance matters everywhere: a simulation that costs too much is cut, so the craft includes knowing what can be approximated without anyone noticing.
An Engine Programmer owns the systems underneath. A Gameplay Programmer builds what the player does. The physics programmer sits between them and owns the behaviour of the world itself.
Where these positions are: Bremen (1 position), Guildford (1 position)
Open positions for Physics Programmer (2)
Senior Vehicle Handling Engineer
