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Fulltime Game Developer Jobs in Quebec (NOW HIRING)

Fulltime Game Developer information

How do you write fulltime?

To work full-time as a game developer, you typically commit to a standard schedule of around 40 hours per week, often Monday through Friday. Employers may require a consistent work schedule, and some roles may involve overtime or flexible hours depending on project deadlines. Proficiency in programming languages, game engines, and teamwork are essential for full-time employment in this field.

What is fulltime?

A fulltime game developer is a professional who works a standard workweek, typically around 35-40 hours, for a company or organization. This employment status often includes benefits such as health insurance, paid time off, and job stability. Fulltime roles usually require consistent availability and may involve collaboration with a team using tools like game engines and version control systems.

What is the meaning of the word fulltime?

For a fulltime game developer, the term 'fulltime' refers to working a standard schedule, typically around 35-40 hours per week, with ongoing employment benefits. It indicates a permanent position as opposed to part-time or freelance work, often requiring consistent availability and commitment to projects and team collaboration.

What is the difference between Fulltime Game Developer vs Part-time Game Developer?

AspectFulltime Game DeveloperPart-time Game Developer
Work HoursTypically 35-40 hours per weekFewer hours, often less than 20 hours per week
Employment StatusFull-time employment with benefitsPart-time employment, limited or no benefits
Project InvolvementLong-term projects, consistent team collaborationShort-term or freelance projects, flexible schedule
Required CredentialsUsually a degree in computer science or related field, portfolioSimilar credentials, but often more flexible in experience

Fulltime Game Developers work regular hours, often with benefits, focusing on long-term projects within a team environment. Part-time Game Developers have flexible schedules, typically work fewer hours, and may take on freelance or short-term projects. Both roles require similar skills and credentials, but differ mainly in hours, benefits, and project scope.

Is it fulltime or full time?

A fulltime game developer typically works a standard 40-hour week, often with a fixed schedule and benefits. The term 'fulltime' is commonly used as one word, but both forms are understood; however, 'full-time' with a hyphen is the most correct. Job postings usually specify whether the position is fulltime or part-time.
What cities in Quebec are hiring for Fulltime Game Developer jobs? Cities in Quebec with the most Fulltime Game Developer job openings:

Unreal 5 Technical Animator / Animation Engineer - UFC-style fighting game

Ironbelly Studios

Montreal, QC • On-site, Remote

Full-time

This job post has expired 1 day ago. Applications are no longer accepted.


Job description

Location: Hybrid / Remote – Montreal, QC Preferred

Employment Type: Full-Time
Reports To: CTO

Role Overview

We’re seeking a seasoned Unreal Animation Engineer to develop and optimize the runtime animation systems for a next-generation UFC-style fighting game built in Unreal Engine 5. You’ll own the integration of motion-capture data, procedural blending, and next-gen animation technology (Motion Matching, Control Rig, and AI-driven blending).

You’ll work closely with combat design, animation, and physics teams to deliver lifelike, responsive, and high-impact character motion that defines the moment-to-moment feel of the fight.

Core Responsibilities

Animation Systems Development
  • Design, implement, and maintain character animation frameworks for combat, movement, and transitions.
  • Build and optimize Animation Blueprints, Control Rigs, and custom AnimGraph nodes.
  • Implement AI-driven animation blending (Motion Matching, PFNN, Neural State Machine).
  • Collaborate with animators to integrate mocap data into procedural runtime systems.
  • Develop contact-aware IK (hands, feet, knees, grapples) with Chaos Physics integration.
  • Extend Unreal’s Pose Search and Motion Warping systems for hit reactions and combo continuity.
  • Prototype and refine animation-driven combat feel, ensuring responsiveness and weight.
  • Work with the physics and gameplay engineers to synchronize animation with hitboxes, collisions, and camera events.
Pipeline & Optimization
  • Establish efficient mocap → runtime pipelines (retargeting, compression, tagging).
  • Integrate tools for animation debugging (pose visualization, contact tracing, profiling).
  • Profile and optimize animation graphs to meet 60 FPS / 4K console targets.
  • Maintain deterministic playback across networked (rollback) fights.
Collaboration & Support
  • Partner with Gameplay Engineering to expose animation parameters to combat logic.
  • Support Design in defining move lists, transitions, and animation data structures.
  • Liaise with Art & Animation leads to ensure creative fidelity and technical feasibility.
  • Contribute to code reviews, documentation, and mentoring of junior engineers.
Required Qualifications
  • 8 + years professional experience as an Animation, Gameplay, or Technical Engineer in Unreal Engine (UE4 / UE5).
    Deep knowledge of Unreal Animation Framework, C++, Blueprint, and Control Rig.
  • Strong understanding of state machines, blend spaces, IK solvers, and procedural animation.
  • Experience with motion-capture data cleanup, retargeting, and runtime blending.
  • Proven track record in real-time character animation for action, sports, or fighting titles.
  • Comfort profiling animation performance using Unreal Insights, PIX, or RenderDoc.
  • Strong math foundation (linear algebra, quaternions, kinematics).
Preferred / Bonus Skills
  • Experience with animation development on combat fighting games.
  • Familiarity with AI-driven animation (Motion Matching, PFNN, Neural State Machines).
  • Experience using ONNX Runtime or UE Neural Network Inference Plugin.
  • Exposure to physics-driven or ragdoll blending systems (Chaos Physics).
  • Experience with MetaHuman rigs or custom deformation systems.
  • Proficiency in Python / C# tool scripting for animation pipelines.
  • Shipped title experience on PS5 / Xbox Series X / PC.

Success Indicators (First 6-12 Months)

  • Combat animation system supports fluid transitions between all major move types.
  • AI-driven blending integrated with the gameplay combat loop.
  • Foot/hand IK and contact fidelity validated across multiple fighters.
  • Performance within 1 ms per-character animation budget on consoles.
  • Internal animation toolset and debug visualizers adopted by the team.