{"id":161316,"title":"Principal C++ Engineer","company":"tobspr Games GmbH","city":"München","region":"Bayern","location":"München, Bayern","work_model":"remote","employment_type":"full_time","employment":["full_time"],"roles":["software"],"visa":"not_mentioned","relocation":"not_mentioned","posted_at":"2026-10-23T00:00:00+00:00","tools":["C++","Unreal Engine","ECS"],"seniority":"lead","years_experience_min":null,"german_requirement":"not_mentioned","german_level":"unspecified","english_requirement":"required","english_level":"unspecified","team_language":"unknown","confidence":0.4,"method":"rules","language_badge":"Not stated","language_evidence":null,"requirements_snippet":"You will likely have: Experience in professional C++ environments where you have architected, implemented, and maintained performant modules which are built on by other engineers, and lived with the consequences of your design …","url":"https://tobspr.jobs.personio.de/job/2634669","source":"careersite","agency":null,"description_text":"About the role\nPlease apply via our recruitment agency 8bit via https://8bitplay.com/jobs/principal-c-engineer/\nBy applying you agree for your data to be processed by 8Bit for the purposes of this recruitment.\n\nWe're looking for a Principal C++ Engineer to own the factory simulation of our next game. The game is built in Unreal Engine 5, but the simulation will be self-contained and written in raw C++.\nPlayers will place hundreds of thousands of machines, belts, pipes, and more across a large world, and every one of them has to deterministically update on every player's device in a co-op session.\nYou'll design that simulation module from the ground up as one of the first engineers on a new game team, working closely with the Engineering Team Lead and the Game Design department.\n\nYour responsibilities\n• Design and build a deterministic factory simulation that scales to hundreds of thousands of player-placed buildings\n• Own the sim architecture: data layout, tick model, threading, and serialisation format\n• Work with the Networking Engineer so the sim and co-op are designed together, not bolted on later\n• Set and meet the CPU performance budget for the sim on our minimum specification target\n• Review code and mentor other engineers on C++ and architecture\n\nAssignment\n\nAbout you\n\nYou will likely have:\n• Experience in professional C++ environments where you have architected, implemented, and maintained performant modules which are built on by other engineers, and lived with the consequences of your design choices\n• Deep knowledge of data-oriented design, multithreading, and performance, including CPU profiling and applying algorithmic complexity-based analysis to select the right data structures\n• Built a deterministic or lockstep system, or can show how you'd approach one\n• A track record of mentoring engineers and making architectural decisions in writing that others could follow and challenge\n\nIn addition, you may have:\n• 2+ shipped game titles\n• Worked on a factory, automation or simulation-heavy game\n• Worked in Unreal Engine, especially with Mass Entity or a custom ECS in Unreal\n\nIf you match most of this and the problem excites you, please apply.\n\nWhat we offer\n• Fully Remote: We employ directly inside Germany\n• Flexible working hours!\n• Paid overtime, on the rare occasions it happens\n• A hardware budget to ensure you have the ergonomic setup and hardware you need to work comfortably\n• A monthly personal growth allowance for courses, books or other learning material\n• Focus days to research or learn new skills\n• A yearly team gathering to meet and collaborate in person\n• A yearly salary review to keep your pay in line with the market, and an automatic increase of 2% per year\n\nNext Steps & How to Apply\n\nPlease apply via our recruitment agency 8bit via https://8bitplay.com/jobs/principal-c-engineer/\n• A one-hour technical conversation with the Engineering Team Lead about work you have done\n• A one-hour meeting with our HR and either our Founder/CEO or our Studio Producer, depending on availability, to assess shared values, how we will work together, and culture add\n• A second technical round in a format we pick together, based on what we need to assess for the specific role, taking no more than 2-3 hours of your time in total\n• A casual, unscored conversation with a group of people you'll be working with closely to learn more about us and for the team to learn more about you\n• An offer call\nWe give you a decision within a few working days of each stage, and we aim for the whole process from the first interview to an offer to take four weeks or less.\n\nFor this role:\n• The first technical conversation covers systems you've built and how you would build ours\n• For the second technical round, we decide together on either:\n• A whiteboarding session where we collaborate to design the broad strokes of the simulation\n• A take-home code review (you should not need more than two hours), with your feedback then presented in real time\n\nWe are happy to discuss any requested accommodation to the above process.","responsibilities_text":"Please apply via our recruitment agency 8bit via https://8bitplay.com/jobs/principal-c-engineer/\nBy applying you agree for your data to be processed by 8Bit for the purposes of this recruitment.\nWe're looking for a Principal C++ Engineer to own the factory simulation of our next game. The game is built in Unreal Engine 5, but the simulation will be self-contained and written in raw C++.\nPlayers will place hundreds of thousands of machines, belts, pipes, and more across a large world, and every one of them has to deterministically update on every player's device in a co-op session.\nYou'll design that simulation module from the ground up as one of the first engineers on a new game team, working closely with the Engineering Team Lead and the Game Design department.\n• Design and build a deterministic factory simulation that scales to hundreds of thousands of player-placed buildings\n• Own the sim architecture: data layout, tick model, threading, and serialisation format\n• Work with the Networking Engineer so the sim and co-op are designed together, not bolted on later\n• Set and meet the CPU performance budget for the sim on our minimum specification target\n• Review code and mentor other engineers on C++ and architecture\nAssignment","requirements_text":"You will likely have:\n• Experience in professional C++ environments where you have architected, implemented, and maintained performant modules which are built on by other engineers, and lived with the consequences of your design choices\n• Deep knowledge of data-oriented design, multithreading, and performance, including CPU profiling and applying algorithmic complexity-based analysis to select the right data structures\n• Built a deterministic or lockstep system, or can show how you'd approach one\n• A track record of mentoring engineers and making architectural decisions in writing that others could follow and challenge\nIn addition, you may have:\n• 2+ shipped game titles\n• Worked on a factory, automation or simulation-heavy game\n• Worked in Unreal Engine, especially with Mass Entity or a custom ECS in Unreal\nIf you match most of this and the problem excites you, please apply.","status":"open","duplicate_of":null,"first_seen":"2026-11-04T21:18:25.618936+00:00","responsibilities_summary":null,"requirements_summary":null,"all_tools":["C++","Unreal Engine","ECS"],"posting_language":"en","evidence":[],"years_experience_max":null,"mobility_evidence":[],"model_version":"rules-8","english_badge":"English required","company_id":30595}