Unreal Engine

Epic's engine for games on PC, console and mobile; postings expect Blueprints, C++ and the editor's own subsystems.

Unreal Engine work splits along two axes. One is Blueprints against C++: visual scripting carries prototypes, systems and most designer-facing logic, while gameplay code, engine extensions and performance work end up in C++. Teams usually want both, and the interesting question in an interview is where a candidate draws the line.

The other axis is the editor's subsystems. The gameplay framework and replication for multiplayer, the animation stack, Niagara for effects, materials and shaders, level streaming and world building, Nanite and Lumen on the rendering side, and the build and cook pipeline that turns all of it into something shippable.

Postings pair the engine with C++, gameplay programming, tools programming and 3D content work. Where Unity appears instead, expect C# and a different asset pipeline: the design problems are similar, the toolchain is not.

Open positions for Unreal Engine (117)

Character Artist

Flix Interactive, Bromsgrove, West Midlands, GB (GB)
Character Artist 40h/week full remote
All jobs for Unreal Engine