Systems Engineer Unreal Engine

Published on CazVidat Arcway, Inc

Systems Engineer (Contract), Arcway Location: Remote or in-person (flexible)Commitment: Contract, minimum 40 hours/weekEngine/Stack: Unreal Engine 5, C++ and Blueprint, Pixel Streaming (W...

Verified by CazVid2 days agoOpen until: Aug 27, 2026

Salary

Not provided

Location

Berkeley, United States

Employment type

Full time

Workplace

Not provided

Systems Engineer Unreal Engine

Berkeley, United States

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Job description

Systems Engineer (Contract), Arcway
Location: Remote or in-person (flexible)Commitment: Contract, minimum 40 hours/weekEngine/Stack: Unreal Engine 5, C++ and Blueprint, Pixel Streaming (WebRTC), Horde (build & CI), Windows GPU servers (AWS)

ABOUT ARCWAY
Sell more homes, before they're built.
Arcway is the end-to-end 3D platform for production builders. Buyers walk the plan, swap finishes, and watch the price update live, from first click to signed contract. We're not building a game. We're building a configuration tool where precision matters, and every wall, fixture, and finish has to be correct, fast, and true to spec.

THE ROLE
This is a hands-on Unreal Engine role. You'll own the runtime architecture, engine configuration, build pipeline, and performance work behind Arcway's real-time home configurator. The job spans C++, engine systems, Pixel Streaming, and build/CI, with the goal of keeping a cloud-rendered UE5 product stable and fast on Windows GPU servers.
You'll own important systems end to end, work closely with other disciplines, and make the architecture calls that keep a pixel-streamed product smooth and correct as it grows.

RESPONSIBILITIES
• Build and own the core runtime and configuration systems for Arcway's real-time 3D home visualization product in Unreal Engine 5.• Own the architecture and long-term health of systems like scene assembly, configuration and option logic, material and finish swapping, walkthrough navigation, and camera control.• Keep frame time stable and the rendering budget in check so the stream holds 30+ FPS on GPU server instances, with low encode latency and smooth pacing to the browser.• Maintain and extend our Horde build system so build automation, CI/CD, and test pipelines stay fast and reliable. This covers remote execution/UBA, build health, and automation.• Profile and optimize GPU, CPU, and memory/VRAM use against fixed cloud hardware budgets, and tune Pixel Streaming (encoding, bitrate, latency) for clean delivery to the browser.• Maintain engine configuration, plugins, and version upgrades, and make sure engine-level changes stay stable, documented, and compatible with the product pipeline.• Write and maintain technical design docs that capture the major architecture decisions, system designs, milestones, and risks.• Set engine best practices and build the tooling that helps designers, artists, and engineers work efficiently.• Work closely with design, content, tech art, and product to build systems that hold up under to-spec configuration, real-time finish changes, live pricing, and large architectural scenes.• Work with production and leadership on milestone planning, risk, and how we approach implementation.• Keep the quality bar high across the runtime codebase: precise, fast, maintainable, and ready for production.• Communicate clearly with stakeholders about technical constraints, trade-offs, dependencies, and plans.

REQUIREMENTS
• 5+ years of professional real-time 3D or game-engine development experience, with a track record of owning complex systems end to end.• Strong professional experience with C++ and Unreal Engine (both C++ and Blueprint), including runtime architecture, systems design, debugging, and optimization.• Can write, debug, and optimize production-grade C++, with solid multithreading and performance work.• Experience shipping or significantly contributing to complex, systemic, data-driven, or configuration-heavy real-time 3D features.• Experience building and maintaining runtime systems that stay fast and are easy for designers and content creators to work with.• A track record of hitting and holding a frame-rate target on fixed hardware by profiling and optimizing CPU, GPU, and memory in demanding real-time scenes.• Comfortable owning build and CI infrastructure, debugging pipeline issues, and keeping automated builds fast and dependable.• Experience working with Windows and Linux builds, packaging, and deployment for cloud GPU servers.• A feel for what high-fidelity real-time visualization demands: responsiveness, scene complexity, visual correctness, and runtime performance.• Comfortable working across system boundaries and with other disciplines, and balancing short-term delivery against long-term code health.• Takes ownership, makes practical calls, and helps the team keep moving under delivery constraints.

NICE-TO-HAVES
• Experience with Unreal Pixel Streaming, cloud or server-side rendering, or WebRTC-based streaming of real-time 3D to the browser.• Experience optimizing for fixed cloud GPU instances: VRAM budgeting, encode latency, bitrate and quality tuning, and multi-session or scaling work.• Hands-on experience with Unreal Horde, or comparable UE build/CI tooling such as BuildGraph, UnrealBuildAccelerator/remote execution, and automated testing.• Some experience mentoring engineers, setting standards, or leading technically. Nice to have, though this is an individual-contributor role.• Experience in architectural visualization, configurators, digital twins, or other precision real-time 3D applications.• Strong understanding of data-driven scene assembly, configuration and option systems, and runtime correctness for spec-accurate output.• Experience with level streaming, World Partition, large-world handling, and dynamic content loading for big or detailed environments.• Familiarity with material and finish systems, parameterized materials, and real-time appearance swapping.• Experience with UE5 systems relevant to runtime product experiences: Character Movement, camera and navigation, navmesh, spatial queries (EQS), data tables and asset management, and the Gameplay Ability System or similar runtime frameworks.• Experience integrating runtime systems with external data such as pricing, product catalogs, configuration backends, or APIs.

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