Join at a pivotal moment as we kick off the pre-production of a new ambitious AA PC/Console project.
Your mission will be to design and build the foundations of our build, CI/CD, and release ecosystem from the ground up-ensuring that as the project scales, teams can turn code into stable, playable builds quickly, reliably, and at production scale.
$What it means on a daily basis
You'll own the CI/CD backbone of our Unreal Engine production pipeline, bringing DevOps rigor to game build engineering - treating pipelines as code, infrastructure as a product, and reliability as a metric to track, not an accident.
- Design and industrialize Unreal Engine CI/CD pipelines (build, cook, package, deploy) across PC, Console, and Mobile, with reproducibility and idempotency as first-class requirements
- Architect and scale a robust Internal Developer Platform on Kubernetes, leveraging Helm and containerized microservices to deploy highly available web tools and studio services outside the core engine
- Implement automated quality gates to shift issue detection left in the pipeline, before builds break downstream
- Optimize Perforce as critical infrastructure (streams, workspaces, sync performance), and operate a hybrid infrastructure (on-prem + cloud) with an SRE mindset - uptime, latency, and cost / performance trade-offs guiding decisions on Horde and Zen Server
- Develop internal tooling and self-service capabilities that reduce developer friction, and drive release engineering (branching, promotion, versioning, rollback readiness)
$What success will look like
Success shows up as invisible infrastructure - teams shipping faster without thinking about the platform underneath, because it just works.
- Builds are fast, reliable, and predictable across all platforms, with build time and failure rate tracked as core KPIs
- Developers self-serve playable builds and internal tools through a frictionless, well-documented golden path
- CI/CD pipelines and the Kubernetes-based Internal Developer Platform scale under production load without breaking, backed by proactive capacity and cost monitoring
- Studio web tools and services run highly available, with clear ownership and minimal manual intervention
Release processes are stable, auditable, and traceable, with full build provenance and rollback capability across
$Who you would be working with
- Game developers (programmers, technical artists)
- QA teams
- Production teams
- Technical leadership (Tech Director, Leads)
You think in systems, not scripts - someone who's as comfortable debugging a Perforce sync bottleneck as they are arguing for a better branching strategy in a release review.
- Solid experience building and operating CI/CD pipelines in a game production context (Unreal Engine strongly preferred), ideally across multiple platforms (PC, Console, Mobile)
- Comfortable with infrastructure-as-code, hybrid cloud/on-prem environments, and an SRE mindset - you reach for metrics and monitoring before you reach for guesses
- Hands-on with Perforce at scale, and familiar with tools like Horde, Zen Server, or equivalent build / orchestration systems
- A builder at heart : you'd rather script away a recurring friction point than let developers work around it manually
- Pragmatic and collaborative - you know release engineering is a team sport, and you communicate trade-offs clearly to both engineers and production
$Where this role can take you
- Technical ownership of a critical production system at studio level
- Evolution toward Staff / Principal DevOps or Platform Lead roles
- Strategic impact on how games are built and shipped