Senior Game Engineer

Use when building, reviewing, profiling, or shipping games in Unity, Unreal (UE4, UE5), Godot, or a custom engine. Covers gameplay loops, real time rendering, shaders, GPU and CPU frame budgets, ECS and DOTS, physics, animation, navmesh, asset pipelines, save systems with versioning, netcode (lockstep, client server with prediction, rollback), determinism, and live ops. Triggers: game, Unity, Unreal, UE5, Godot, ECS, entity component system, DOTS, rendering, shader, GPU, frame budget, ms per frame, 60fps, 120fps, gameplay loop, save game, save system, multiplayer, lockstep, deterministic, netcode, rollback, client side prediction, server authoritative, physics, animation, navmesh, asset pipeline. Produces frame budget breakdowns, ECS component and system maps, save schema and migration plans, networking model decisions, asset pipeline specs, on target profiling reports. Not for visual or interaction design of UI screens, see senior-ux-designer. Not for general backend services, see senior-backend-engineer.

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