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Remote Pc Dmis Programming Jobs in Colorado (NOW HIRING)

Engineering Lead

Loveland, CO · On-site +1

$105K - $138K/yr

Engineering Lead Second Unit Games | Remote - U.S. Second Unit is looking for an experienced ... Professional experience with Unreal Engine, Unity, Perforce, Git, PC/console development ...

Remote Pc Dmis Programming information

What is Remote PC DMIS programming?

Remote PC DMIS Programming involves using PC-DMIS software to write, modify, and execute inspection routines for coordinate measuring machines (CMMs) from a remote location. This allows programmers to develop and test part measurement programs without being physically present with the equipment. Remote access can improve efficiency, provide flexibility for skilled programmers, and help manufacturers maintain quality standards regardless of location.

What skills and qualifications are needed to thrive as a Remote PC DMIS programmer?

To thrive as a Remote PC-DMIS Programmer, you need expertise in coordinate measuring machine (CMM) programming, strong knowledge of GD&T, and experience with PC-DMIS software, usually supported by a background in mechanical engineering or manufacturing technology. Familiarity with CAD software, metrology equipment, and certifications such as ASQ Certified Quality Technician are commonly required. Attention to detail, problem-solving ability, and clear communication are vital soft skills for interpreting technical drawings and collaborating with remote teams. These skills ensure precise measurement programming, efficient quality control, and seamless remote workflow integration.

How does a Remote PC DMIS programmer typically collaborate with on-site teams to ensure accurate CMM inspection results?

As a Remote PC-DMIS Programmer, you will frequently work with on-site quality and engineering teams via video calls, emails, and shared documentation to clarify measurement requirements and resolve any issues with CMM programs. Effective communication is crucial, as you must interpret technical drawings and manufacturing specifications without being physically present. You'll often be responsible for troubleshooting program errors remotely, reviewing inspection data, and providing guidance to operators to ensure measurement accuracy and compliance. Building strong relationships with on-site staff helps streamline workflows and maintain high-quality standards.

What is the difference between Remote Pc Dmis Programming vs Remote CNC Programmer?

AspectRemote Pc Dmis ProgrammingRemote CNC Programmer
CredentialsCAD/CAM software certifications, technical trainingG-code knowledge, CNC machine operation certifications
Work EnvironmentDesign offices, remote setup, manufacturing facilitiesManufacturing plants, remote or on-site CNC shops
Industry UsageManufacturing, aerospace, automotiveManufacturing, metalworking, aerospace
Job FocusProgramming CMMs with Pc Dmis software for measurement and inspectionWriting G-code for CNC machines to produce parts

Remote Pc Dmis Programming involves creating measurement programs for coordinate measuring machines, focusing on inspection and quality control. In contrast, Remote CNC Programmer specializes in writing G-code for CNC machines to manufacture parts. Both roles require technical skills and industry experience but differ in their primary functions and tools used.

What are the most commonly searched types of Pc Dmis Programming jobs in Colorado?

The most popular types of Pc Dmis Programming jobs in Colorado are:

What cities in Colorado are hiring for Remote Pc Dmis Programming jobs?

Cities in Colorado with the most Remote Pc Dmis Programming job openings:

Senior Game Engineer - PC & Console

Second Unit Games

Loveland, CO • On-site, Remote

$107K - $147K/yr

Full-time

Posted 11 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.