C++ Gameplay Engineer / Co-Op ARPG for Consoles

Posted by James Thor

We’re looking for a passionate and independent C++ Gameplay Engineer that is a bit of an engine and GPU API enthusiast and who is capable of working with proprietary technology. Experience in multi-platform game development on Windows and consoles and a strong knowledge of Open GL/ES, DirectX 12, and Metal 2 is preferred.

  • You have no problem finding your way around large code-bases, every issue you encounter is just another opportunity to improve existing code.
  • Your passion for side-scrolling adventure and action games is genuine. You’ve lost count of all the hours you’ve sunk into Dust: An Elysian Tale, Super Metroid, Ori and the Blind Forest, Streets of Rage, and Double Dragon.
  • You understand that making games is not only difficult but also a clash of artistry and technology and marketing and iteration and timing and luck — and that it’s all about as predictable as the deaths of the starring cast in an early episode of Game of Thrones.

Tasks include but are not limited to co-designing, implementing, and adjusting new game logic and gameplay mechanics, and also to further develop and maintain our proprietary in-house engine THOR™.

We hope to find a remotely located, highly motivated, independent, focused, and organized person capable of working on multiple tasks at the same time. We use Visual Studio, Xcode, RedMine, and Git/Sub-Version to manage code, describe tasks, follow-up on issues, report bugs, and to maintain content and artwork assets.


  • Initially Remote/Offsite (text- and video-based communication via Discord).

Job Description:

  • Improve, refactor, and optimize existing code using Visual Studio and Xcode.
  • Analyze, debug, and fix errors on an ongoing basis resulting in clean builds with a minimum of errors and warnings.
  • Port and maintain Windows DirectX and macOS Metal2 version of our proprietary engine THORODIN™.
  • Understanding THORODIN™ engine architecture, from game interface to graphics API interface.
  • Ongoing development of clean, well-structured and portable C++ code.
  • Occasional maintenance and development of GINNUNGAGAP™, our 2D world builder.
  • Track, report, and manage tasks and code using (custom) RedMine.


  • Prior experience with GPU APIs and proprietary OpenGL/DirectX engines in Windows, macOS, and iOS.
  • Experience working on PlayStation, Nintendo, and Xbox console platforms would be advantageous.
  • Familiarity with Unreal Engine 4 would not hurt for ancillary Legendo projects that may be in development (not a requirement).
  • Using tabs and fighting spaces, you write simple, data-oriented code that is easy to read, possible to debug, somewhat easy to maintain, and difficult to optimize (since you’ve already optimized it in a way that would not only challenge John Carmack but as as a side-effect fully explains quantum theory).
  • A university degree in Computer Science would be favorable.
  • We expect that you have exceptional C++ skills coupled with strong math abilities and strong knowledge of object-oriented programming.
  • Good understanding of gameplay systems: camera, physics, player control, game objects, and related logic and “AI”.
  • Strong written and verbal English skills.

Please send your resume or CV to if you are interested in this position.


Legendo takes a detailed look at each and every application submitted. As such, we’ll be sure to contact you, personally, if we wish to continue the application process. We encourage applicants to check back often for future openings. People and projects move fast in the games industry, so keep in mind that to get a job, whether freelance/remote or onsite, timing and luck can be nearly as important as skill.

Please note that Legendo receives an overwhelming number of applications. Unfortunately, we are unable to respond to each and every request individually, and at this point in time, we are unable to accept internships. However, we do appreciate every e-mail sent, and we encourage aspiring game developers to keep trying (rest assured we’ve seen your e-mail and that sending it was not in vain, even if we aren’t able to respond.)

James Thor
Associate Producer at Legendo Games. Now working on Serpents in the Mist and Dracula Twins R2: School's Out. Englishman born in Sweden living life as a digital nomad. Two games I'll never forget is Might & Magic VI and Heart of Darkness. Contemporary favorites include Dead Cells, Magicka, Mortal Kombat, and Flying Tigers: Shadows Over China. Occasionally, I lose my mind and login to my Twitter account.

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