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Evening Remote Game Studio Jobs (NOW HIRING)

Nanobit, a Stillfront Group studio, is looking for a highly experienced freelance game balancer to ... Fully remote, start as soon as possible. Duration and weekly hours are flexible and scale with ...

Slot Game Designer - Remote

Austin, TX · On-site +1

$151K/yr

Position: Slot Game Designer Location: Las Vegas, NV, or Chicago, IL ( or fully-remote ) Your ... Experience working with multiple studios across different time zones. * Fast-Paced Navigator:

Slot Game Designer - Remote

Atlanta, GA · On-site +1

$152K/yr

Position: Slot Game Designer Location: Las Vegas, NV, or Chicago, IL ( or fully-remote ) Your ... Experience working with multiple studios across different time zones. * Fast-Paced Navigator:

Slot Game Designer - Remote

Reno, NV · On-site +1

$154K/yr

Position: Slot Game Designer Location: Las Vegas, NV, or Chicago, IL ( or fully-remote ) Your ... Experience working with multiple studios across different time zones. * Fast-Paced Navigator:

Slot Game Designer - Remote

Las Vegas, NV · On-site +1

$148K/yr

Position: Slot Game Designer Location: Las Vegas, NV, or Chicago, IL ( or fully-remote ) Your ... Experience working with multiple studios across different time zones. * Fast-Paced Navigator:

Animator IV

Reno, NV · On-site +1

$105K - $120K/yr

Overview Step into a lead role within IGT's Vibe Game Studio in Reno, Nevada, as an Animator IV , ... While it isn't remote-eligible, we welcome applicants who already live in Reno/surrounding areas or ...

We're a remote team of ~20, we hire from anywhere in the world, and we care about one thing above ... It's also how you learn the studio, how we operate, who does what, how it all fits together. From ...

Showing results 21-40

Evening Remote Game Studio information

See salary details

$77.5K

$154.1K

$228.5K

How much do evening remote game studio jobs pay per year?

As of Sep 7, 2026, the average yearly pay for evening remote game studio in the United States is $154,062.00, according to ZipRecruiter salary data. Most workers in this role earn between $131,500.00 and $176,000.00 per year, depending on experience, location, and employer.

What is the difference between Evening Remote Game Studio vs Remote Game Artist?

AspectEvening Remote Game StudioRemote Game Artist
CredentialsPortfolio, game design knowledge, possibly a degree in game development or related fieldPortfolio, art or design degree, proficiency in digital art tools
Work EnvironmentRemote, flexible hours, collaborative team settingRemote, independent work, creative environment
Industry UsageUsed by game development companies for project-based workCommonly used by studios and freelance platforms for art creation
Search & Comparison IntentLooking for evening or flexible schedule game development rolesSeeking remote art or design roles in gaming

The Evening Remote Game Studio typically involves collaborative game development work during evening hours, focusing on design, programming, or production. In contrast, a Remote Game Artist specializes in creating visual assets independently, often with flexible hours. Both roles are remote and industry-related but differ in focus and work style.

More about Evening Remote Game Studio jobs

What cities are hiring for Evening Remote Game Studio jobs?

Cities with the most Evening Remote Game Studio job openings:

What are the most commonly searched types of Remote Game Studio jobs?

The most popular types of Remote Game Studio jobs are:

What states have the most Evening Remote Game Studio jobs?

States with the most job openings for Evening Remote Game Studio jobs include:

Infographic showing various Evening Remote Game Studio job openings in the United States as of August 2026, with employment types broken down into 100% Full Time. Highlights an 100% Remote job distribution, with an average salary of $154,062 per year, or $74.1 per hour.

Senior Game Engineer - PC & Console

Second Unit Games

Loveland, CO • On-site, Remote

$107K - $147K/yr

Full-time

Posted 13 days ago


Job description

Senior Game Engineer - PC&Console
Second Unit Games | Remote - U.S.
Second Unit is looking for an experienced, hands-on game engineer to work on client PC and console projects.
We're specifically looking for engineers who have shipped games and then kept working on them after they launch. You'll have experience building DLC, expansions, live events, new features, content updates, or other post-launch releases.
We're looking for someone who is comfortable making technical decisions, mentoring engineers, reviewing code, troubleshooting builds or Perforce problems. and jumping in to implement a feature when that's what the project needs.
What You'll Do
Our project teams will typically be small, cross-discipline groups of approximately 6-20 developers, depending on the scope of the engagement.
You'll work directly on our client's existing codebases, tools, development pipelines, and possibly their proprietary engines. You're joining a game that has already shipped and helping build what comes next.
You'll be making day-to-day technical decisions, reviewing code, helping estimate and plan work, identifying risks early, and solving technical problems for both the project and team's development environment.
The actual work will vary by project. You might be:
  • Implementing gameplay features
  • Building DLC, expansions, missions, or other new content
  • Supporting live events and ongoing game updates
  • Fixing bugs and addressing issues in a mature codebase
  • Prioritizing a backlog of work for the next release
  • Working in Unreal, Unity, or a proprietary engine
  • Improving tools and quality of life for the content team
  • Helping solve technical problems with the Second Unit staff
  • Working with the client QA and release teams

We need engineers who are comfortable getting into an existing project, understanding how it works, and becoming productive without needing to redesign everything first.
What We're Looking For
There are two experience requirements for this position that are important to us: you've shipped a major PC or console game, and you've worked on a game after it shipped.
You must have:
  • Personally contributed to the development and launch of at least one AA or AAA game
  • Have experience supporting a released game and delivering live or post-launch content
  • Strong hands-on game engineering experience and the ability to write production-quality code
  • Experience working in a large, established game codebase
  • Experience diagnosing difficult technical and production problems
  • A solid understanding of game-development pipelines, source control, build systems, and development workflows
  • The ability to estimate engineering work, identify risks, and communicate technical issues clearly
  • The judgment and communication skills to work directly with client engineers, discipline leads, and studio leadership

Professional experience with Unreal Engine, Unity, Perforce, Git, PC/console development, proprietary engines, or cross-platform development is useful. We're less concerned with checking every technology box than we are with finding someone who understands how games actually get built, shipped, updated, and maintained.
What We Want to See From You
When you apply, we'd like to see more than a list of studios and job titles. Help us understand what you actually did.
In the application process we'll include a place for you to tell us which PC or console games you've shipped, what you personally worked on, and which DLC or other post-release work you've done.
We care much more about what you actually did than what your title was.
About Second Unit
Keep your next game moving. Keep your current game thriving.
Second Unit works with established game studios that need to keep supporting successful games while their internal teams move on to what's next.
Our U.S.-based teams work directly inside our clients' development pipelines and take responsibility for defined pieces of their roadmap, including DLC, live content, gameplay features, systems, and other player-facing work.
Our teams are led by experienced developers who are still actively involved in making the game.
How We Work
Second Unit is a remote-first U.S. studio.
Our primary employment model is W-2 hourly.
You'll be paid for every hour you work, including approved overtime when applicable. Because our work depends on client projects, there may be periods between assignments when hours are not available. We want to be clear about that from the beginning.
While assigned to client work, eligible employees receive monthly healthcare and hardware stipends.
You'll use your own development workstation, provided it meets Second Unit's hardware and security requirements. We provide the dedicated project environment and security configuration used for company work. Individual clients may require additional security measures or virtual development environments.
The Person We're Looking For
You still like solving technical problems. You love supporting an existing game, with a passionate fan base, by making the game better. You raise problems early. If you don't know the answer, you're comfortable saying so and then figuring it out. When the team hits a difficult problem, you're more likely to get involved than stand back and manage it from a distance. And after years in game development, you still like shipping games.
If that sounds familiar, we'd like to hear what you've built, what you've shipped, and what you worked on after launch.