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Game Engineer Jobs in Quebec (NOW HIRING)

Devoted Studios is a globally remote game development company specializing in Co-development ... Working closely with engineers and cross-disciplinary teams, you will provide technical leadership ...

Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring ... Collaborate with engineers, product managers, designers, and QA to deliver end-to-end solutions.

Platform Engineer

Montreal, QC

CA$100K - CA$160K/yr

Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring ... With more paths to profits and ways to win, developers have all the things needed to enjoy the game.

Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring ... Responsibilities Software Engineering & Problem Solving: * Build and ship reliable, secure, and ...

Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring ... Have experience in programming and industrial web application backend development in PHP and/or ...

Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring ... Collaborate with engineers, product managers, designers, and QA to deliver features end-to-end.

Shop Builder is Xsolla's storefront platform - used by publishers and game developers to launch and operate game shops, from straightforward catalog and webshops to fully custom storefronts built ...

Grounded in the belief in the future of video games, Xsolla is resolute in the mission to bring ... We're offering AI Engineer Internships in regions across the globe to help drive that shift ...

Showing results 21-40

Game Engineer information

See Quebec salary details

$45K

$124.6K

$171.5K

How much do game engineer jobs pay per year?

As of Aug 22, 2026, the average yearly pay for game engineer in Quebec is $124,628.00, according to ZipRecruiter salary data. Most workers in this role earn between $94,500.00 and $155,500.00 per year, depending on experience, location, and employer.

What does a game engineer do?

A game engineer is a software developer that produces video games. As a game engineer, your duties may be in any phase of the game design process. You typically work as part of a large team of engineers, designers, and programmers, carrying out the visual and functional aspects of the video game. Your responsibilities include ensuring that the visual elements of the game are properly designed and can work on various pieces of hardware. Some game engineers work independently, creating smaller games meant to function on a mobile phone or computer. However, to produce games for consoles or performance gaming computers, you must generally work for a larger game design company.

What are the key skills and qualifications needed to thrive as a game engineer, and why are they important?

To thrive as a Game Engineer, a deep understanding of computer science principles, programming languages like C++ or C#, and a relevant degree in computer science or a related field are essential. Familiarity with game engines such as Unity or Unreal Engine, version control systems, and sometimes certifications in game development are highly valued. Creativity, strong problem-solving abilities, and effective teamwork set standout professionals apart in this role. These skills and qualities are crucial for building innovative, high-performance games and collaborating efficiently with multidisciplinary teams.

How do game engineers typically collaborate with designers and artists throughout the game development process?

Game Engineers work closely with designers and artists to ensure that technical implementation aligns with creative vision. Collaboration often involves regular meetings to discuss features, rapid prototyping, and integrating assets such as animations or level designs. Engineers provide technical feedback on what is feasible, suggest optimizations, and help troubleshoot issues that arise during development. This cross-functional teamwork is essential for delivering a polished, engaging final product.

What is the difference between Game Engineer vs Game Developer?

AspectGame EngineerGame Developer
Required CredentialsBachelor's in Computer Science or related field; programming skillsBachelor's in Computer Science, Game Design, or related; programming and design skills
Work EnvironmentDevelops game engines, tools, and core systems; often works closely with programmers and technical teamsDesigns and implements game features, levels, and content; collaborates with artists and designers
Industry UsageCommonly employed in technical roles within game studios, focusing on underlying systemsMore prevalent in creative roles, focusing on gameplay and content creation

While both roles require programming skills and a background in computer science, Game Engineers primarily focus on building the technical infrastructure, such as game engines and tools. Game Developers concentrate on creating gameplay features, levels, and content. The roles often overlap, but Game Engineers tend to work more on the technical backbone, whereas Game Developers focus on the user experience and game design.

What job categories do people searching Game Engineer jobs in Quebec look for?

The top searched job categories for Game Engineer jobs in Quebec are:

What are popular job titles related to Game Engineer jobs in QC?

For Game Engineer jobs in QC, the most frequently searched job titles are:

Infographic showing various Game Engineer job openings in Quebec as of August 2026, with employment types broken down into 94% Full Time, 3% Part Time, and 3% Contract. Highlights an 84% Physical, 6% Hybrid, and 10% Remote job distribution, with an average salary of $124,628 per year, or $59.9 per hour.

Performance Engineer

Devoted Studios

Montreal, QC โ€ข On-site

Full-time

Re-posted 9 days ago


Job 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

In this role, you will own and drive the development of core systems and performance initiatives from planning and design through implementation and optimization. Working closely with engineers and cross-disciplinary teams, you will provide technical leadership and feature ownership.

CPU & Game Thread Optimisation (~25%)

Profile and optimise the game thread, render thread, and RHI thread in Unreal Engine - identifies cross-thread bottlenecks, tick overhead, and task graph inefficiency

Diagnose and resolve hitching: garbage collection pauses, streaming stalls, async loading conflicts, physics simulation spikes

Reduce tick overhead: identifies UObjects and ActorComponents with unnecessary tick enabled, unnecessary work in hot paths, incorrect tick group assignments

Optimise gameplay and engine code at the C++ level - not just profiling and handing recommendations to another engineer; writes and ships the fix

Instruments custom profiling markers (SCOPE_CYCLE_COUNTER, CSV_SCOPED_TIMING_STAT, custom Unreal Insights channels) for ongoing regression detection

GPU & Rendering Pipeline Optimisation (~25%)

Profiles rendering performance using RenderDoc, PIX, NSight, Xcode GPU Frame Capture, and Unreal's GPU Visualiser - isolates draw call overhead, overdraw, shader complexity, and GPU memory bandwidth

Works with the rendering team to optimise material pipelines: shader permutation reduction, LOD tuning, occlusion culling, distance field shadow optimisation

Identifies and resolves GPU memory pressure: texture streaming configuration, render target pooling, VRAM budget management per platform

Understands the rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly

Targets platform-specific GPU constraints: the PS5/Xbox Series GPU architecture differs meaningfully from PC; mobile (Adreno, Mali, Apple GPU) has its own thermal and bandwidth profile

Memory Profiling & Leak Detection (~20%)

Owns memory budget compliance on client engagements: tracks resident set size, texture memory, audio memory, and engine overhead against platform limits

Finds and eliminates memory leaks in C++ using both automated tooling (ASan, Valgrind on non-console platforms, custom allocator hooks) and Unreal's LLM (Low-Level Memory tracker)

Manages memory fragmentation: understands pooled allocators, custom memory arenas, and when Unreal's default allocation strategy creates fragmentation under long session times

Console memory work is the hardest version of this: fixed RAM ceilings with no swap. Has shipped inside those constraints.

Builds memory regression tests that run in CI - not just point-in-time snapshots

Networking / Latency Diagnostics (~10%)

Profiles and optimises Unreal's replication system: identifies bandwidth-heavy actors and components, tunes replication frequency, prioritises replication correctly under load

Diagnoses client-server latency: distinguishes network latency from server frame time from client simulation cost - does not conflate them

Familiar with NetStat, Unreal's network profiler, and packet-level capture when needed

Scope: supports multiplayer engagements where networking is a performance constraint - not the primary discipline on pure-networking architecture

Profiling Tool Development & Automation (~20%)

Builds internal profiling tools in C++ (UE plugins) and Python - automated perf validation scripts, CI-integrated regression detection, custom Unreal Insights data channels

Writes automated performance regression tests: baseline capture, threshold alerting, trend visualisation - so regressions are caught in the build, not in the client review

Builds or improves developer-facing profiling UX: makes it easier for other engineers on the engagement to find their own bottlenecks without specialist involvement

Documents profiling methodology and tool usage: other engineers can reproduce the analysis without a knowledge transfer session

Requirements

5+ years of professional game engineering experience with at least 3 years in a dedicated performance, engine, or low-level systems role

At least 2 shipped commercial titles where performance was a named ownership area - not a general engineering role that included some profiling

C++ at a deep level: understands memory layout, cache efficiency, branch prediction, SIMD, and how the compiler's optimisation decisions affect runtime behaviour

Unreal Engine 5 profiling expertise: fluent in Unreal Insights, Stat commands, LLM, GPU Visualiser - not just aware of them, but has used them to find real problems on real projects

Cross-platform experience: has shipped on at least two platform types (PC + console, or console + mobile) and understands the meaningfully different constraint profiles

Python proficiency: writes automation scripts, CI integration, data processing for perf telemetry - not a Python developer, but not blocked by Python tasks

Structural fix mindset: profiles, identifies root cause, writes the C++ fix. Does not stop at the recommendation.

Can explain a performance problem to a gameplay engineer or producer without requiring them to understand the GPU pipeline

Preferred

Console certification performance submissions: has prepared and passed Sony/Microsoft performance gates

Mobile performance work on Android (Adreno/Mali/Dimensity) and/or iOS (Apple Silicon GPU) - thermal throttling, tiling architecture, bandwidth constraints

Custom allocator or memory pool implementation in C++

Shader authoring knowledge: HLSL/GLSL fluency sufficient to read a shader and identify unnecessary ALU or texture sample cost

Familiarity with Tracy, Optick, or custom in-house profiling frameworks beyond Unreal's built-in tooling

Experience optimising Nanite, Lumen, or other UE5-specific rendering features at engine depth

Benefits

This is a full-time employment role with standard benefits in Quebec province.