About the project:
We’re building a competitive, fast-paced multiplayer shooter in Unreal Engine 5, focused on tight controls, minimal latency and smooth replication. If you love squeezing every millisecond out of netcode, you’ll feel right at home.
What you’ll do:
- Implement & optimize gameplay systems in C++ and Blueprints for an FPS title
- Handle multiplayer replication, client prediction, rollback, hit-registration, authoritative server logic, using GAS in Lyra framework
- Profile & optimize network performance (bandwidth, packet ordering, jitter, latency spikes)
- Collaborate cross-disciplinarily with design, art and animation to iterate quickly on new features
- Mentor & code-review other engineers
- Coordinate with backend & DevOps teams to ensure scalable, secure, and fault-tolerant services
Must-have experience:
- Deep knowledge of Unreal Engine 5 internals (Replication Graph, Gameplay Ability System / Lyra frameworks)
- Battle-tested experience with Character Movement Controller / General Movement Controller for competitive multiplayer*
- 4-plus years of professional C++ in game-play engineering
- At least one shipped AA or AAA multiplayer shooter (PC / console) with client-server architecture
- Hands-on debugging of latency, desync, and tick-rate issues in live environments.
- Fluent English; comfortable working in a distributed, multicultural team
Bonus points:
- Experience with ranked / e-sport titles, anti-cheat or authoritative networking models
- Passion for competitive shooters (tell us which titles you main!)
Why Lobah?
- Work wherever you like: at home or in the office in Poland, Warsaw
- Small, senior team: your decisions have an immediate impact.
- Competitive salary
- 20 paid days off
In your application, please include answers to the following questions [simple yes/no].
- [Please read the questions carefully!] Have you shipped at least one PC or console shooter that uses a dedicated authoritative server (client–server, not peer-to-peer)?
- Have you debugged CharacterMovementComponent (or GMC) desync or rubber-banding using Unreal’s built-in Network Profiler (Stat Net, PacketAnalyzer, etc.)?
- Have you ever implemented rollback or server-side rewind that accommodates > 150 ms round-trip latency?
- In a live, competitive e-sport title, would you disable server authority and allow the client to resolve authoritative hit-registration?
- Would you ship a competitive shooter where high-frequency player-movement updates were sent via reliable RPCs?
Please attach a CV or Linkedin to your application!