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Commission Remote Game Writer Jobs in Quebec (NOW HIRING)

Strong game design sensibility - can tell good gameplay from broken gameplay and can articulate why * Remote-first habits: clear async communication, writes things down, doesn't create silent ...

Devoted Studios is a globally remote game development company specializing in Co-development ... Hands-On Engineering (~35%) Write, review, and own C++ code on the engagement - Lead Engineer is ...

Superior interpersonal and written communication skills * Great attention to detail * Sales ... Competitive commission structure * Paid time off * Flexible hours * 100% Remote working If this ...

Superior interpersonal and written communication skills * Great attention to detail * Sales ... Competitive commission structure * Paid time off * Flexible hours * 100% Remote working If this ...

Write clean web service APIs to support both CLI and web frontend clients, using Python (and ... With almost every team remote by default, Canonical sets the pace on the 21st-century digital ...

This is a remote role. You're someone who understands business needs and can see how it translates ... Superior interpersonal and written communication skills * Great attention to detail Perks: * Health ...

This is a remote role. You're someone who understands business needs and can see how it translates ... Superior interpersonal and written communication skills * Great attention to detail Perks: * Health ...

This is a remote role. You're someone who understands business needs and can see how it translates ... Superior interpersonal and written communication skills * Great attention to detail Perks: * Health ...

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Commission Remote Game Writer information

What is the difference between Commission Remote Game Writer vs Commission Remote Narrative Designer?

AspectCommission Remote Game WriterCommission Remote Narrative Designer
Primary RoleWriting game scripts, dialogues, and story contentDesigning and developing overall story arcs and narrative structures
Required SkillsCreative writing, scripting, understanding of game mechanicsStorytelling, narrative design, collaboration with development teams
Work EnvironmentRemote, freelance or contract basis within gaming industryRemote, often part of game development teams or studios
Common UsageUsed by game studios and publishers for content creationUsed for shaping the game's story and player experience

While both roles involve storytelling in games, the Commission Remote Game Writer focuses on scripting and dialogue, whereas the Commission Remote Narrative Designer oversees the overall story structure and narrative flow. Understanding these distinctions helps in choosing the right role based on your skills and career goals.

What cities in Quebec are hiring for Commission Remote Game Writer jobs? Cities in Quebec with the most Commission Remote Game Writer job openings:

Gameplay Engineer

Devoted Studios

Montreal, QC • Remote

Other

Posted 3 days ago


Job description

Description

Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies.

Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it's porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners' internal teams.

We are proud to be the development partner of choice for industry leaders such as:

    • Epic
    • Xbox
    • Meta
    • Obsidian Entertainment
    • Riot
    • Gearbox Software

We are seeking a Gameplay Engineer who is a specialist e a specialist - deeply fluent in C++ and Unreal Engine, experienced shipping AAA systems, and capable of taking a brief from a gameplay designer and turning it into production-quality code that holds up on every platform and survives every patch.

Key ResponsibilitiesCore Gameplay Systems (~50%)
  • Implement gameplay systems from designer briefs: combat, abilities, movement, AI behaviours, progression, inventory, interaction, camera - scope varies by engagement
  • Build reusable, maintainable, testable gameplay code in C++ (and Blueprint where appropriate) within Unreal Engine 5
  • Own Gameplay Ability System (GAS) implementation - AttributeSets, Abilities, GameplayEffects, GameplayCues - on engagements where GAS is in use
  • Implement animation-gameplay integration: Anim Notifies, state-driven Anim BPs, root motion handling, blendspaces
  • Implement multiplayer-safe gameplay code on engagements with networking requirements - replication, client-server authority, lag compensation
Quality & Performance (~25%)
  • Profile and optimise gameplay code to target platform budgets - CPU frame time, tick overhead, replication cost
  • Write code that is reviewable: clean, commented where logic is non-obvious, consistent with project standards
  • Catch and fix gameplay bugs - including edge cases, exploit patterns, and regression from live updates
  • Participate actively in code review: review peers' PRs with specificity, receive and act on feedback without defensiveness
Design Collaboration (~15%)
  • Work directly with gameplay designers to translate design intent into engine behaviour - close the gap between what is specced and what ships
  • Identify implementation risks in design briefs early - before they become rework - and propose alternatives when the spec is not buildable as written
  • Expose gameplay parameters to designers in a way that is tunable without engineering involvement (Blueprint exposed properties, Datatable-driven tuning, etc.)
Documentation & Handoff (~10%)
  • Document systems clearly - architecture decisions, integration points, known limitations
  • Support technical handoffs between phases or teams: leave the codebase in a state that the next engineer can understand without a phone call

Requirements

  • 5+ years of professional game development experience with at least 3 years in AAA or mid-tier shipped titles
  • At least 2 shipped commercial titles on PC or console as a gameplay engineer - prototypes and internal tools do not count
  • Deep Unreal Engine 5 experience in C++: Gameplay Framework (Actor, Component, GameMode, GameState, PlayerController), GAS, CharacterMovement, Anim BP integration
  • Strong C++ fundamentals: memory management, data-oriented thinking, performance-aware coding
  • Blueprint proficiency - not just reading it, but building designer-facing tooling in it
  • Experience with multiplayer gameplay replication (nice to have, not required for all engagements)
  • Strong game design sensibility - can tell good gameplay from broken gameplay and can articulate why
  • Remote-first habits: clear async communication, writes things down, doesn't create silent dependencies
Preferred
  • Online multiplayer systems - Actor replication, GameplayEffects replication, ability prediction and correction
  • Console platform experience: certification pipelines, platform-specific constraints
  • Gameplay AI systems in UE5: Behavior Trees, EQS, AI Perception - not required but valuable for certain engagements
  • Prior co-development or external development experience

Benefits

This would he a full-time employment role with standard industry benefits in Canada