About the role
Role Overview
This is a role within the London-based Immersive team, reporting to the Lead Game Programmer. The role involves building and delivering interactive experiences that blend physical and virtual worlds across the entire project lifecycle—from rapid prototyping of internal concepts to delivering high-quality products on emerging platforms including AR, VR, real-time animation, and location-based attractions. This position may involve occasional international travel to oversee on-site installations.
Responsibilities
- Own the end-to-end implementation of core interactive mechanics and functionality, taking features from concept through to final deployment.
- Write clean, well-documented, optimised, and testable C++ code within established software architectures.
- Partner closely with creative and production teams to rapidly prototype experimental features, display solutions, and sensor integrations.
- Work alongside QA to profile, debug, and optimise engine performance, ensuring projects hit platform targets and framerates without losing visual quality.
- Guide non-technical team members, technical artists, and CG/VFX artists on engine best practices, performance limits, and asset budgets.
- Participate in code reviews to share constructive technical feedback and author clean internal technical documentation.
Requirements
- A strong track record of writing production-critical code in a games studio, immersive studio, or real-time production environment.
- Deep knowledge of Unreal Engine systems, including advanced Blueprint scripting, data structures, and engine architecture paradigms.
- Exemplary C++ programming skills in an engine context with a solid understanding of object-oriented design and clean architecture principles.
- A strong grounding in 3D math, vector geometry, linear algebra, and real-time physics simulation concepts.
- Practical proficiency with production-tier version control workflows, preferably Perforce.
- Experience working in Agile or Sprint development frameworks, including precise task estimation and defect logging.
- Excellent interpersonal skills with a calm, solution-oriented approach under tight project timelines.
Preferred Qualifications
- Hands-on experience developing content for XR platforms, including hardware integration for HMDs, positional sensors, and input controllers.
- A solid understanding of multiplayer architectures, client-server replication models, and network optimisation.
- Familiarity with supplementary scripting languages like Python, Verse, C#, or JavaScript.
- Understanding of traditional 3D asset pipelines, DCC tools (Maya, Houdini, Substance), or Unreal shading and material systems.
- Familiarity with shader authoring (HLSL/GLSL) or Unreal’s Niagara particle systems.
- A degree in Computer Science, Games Programming, or a related STEM field (or equivalent practical experience).
Working Conditions
- Location: London, Greater London, United Kingdom.
- Format: Hybrid (requires commuting 2 days a week to the London studio).
- Environment: The London studio is fully accessible with step-free entry, accessible toilets on all floors, and quiet spaces. Framestore is committed to equity and inclusion.