Welcome to Maxis, home to tinkerers, craftspeople, & storytellers. Our drive is to inspire everyone to make a better world through creative play. As the developer of The Sims, we create games and experiences for millions of people around the world and are always looking for new ways to inspire our players. Maxis is a place where you can do what you love and help others grow while doing it; a place where your unique voice can be heard and seen. We put creativity and inclusivity at the core of our work and don't settle for seeing the world only as it is, but strive to build a world as it could be.
Teams are building the next generation game and creative platform, Project Rene and reimagining The Sims that players know and love with even more new ways to play. We're excited you're interested to learn more about how you can join our team and dream big.
You will be reporting to the Development Director .
Location: Remote North America - open to most North America locations
Job Summary
Maxis is looking for a software engineer that can help us bring the next wave of simulation features to life. This engineer will work with an experienced team that has collectively built almost all Maxis games in the past two decades. You will actively work with multiple designers and simulation engineers prototyping and shipping various features that expand the gameplay possibilities of Sims games. Most of the work is expected to be done in Unreal Engine, both in C++ and blueprints.
As a Multiplayer Gameplay Software Engineer with Maxis, you will:
Work with designers, producers, artists, and other core and backend engineers to build a framework that brings designs to life.
Build engaging social experiences that blend with simulation gameplay, working alongside your design and production partners to help achieve our vision of player experience..
Implement a data driven simulation system to author player facing behaviors in C++.
Build creative aspects of real life within a simulation game e.g. Relationships, the trials of daily life, distinct characters and personalities, and more as the game evolves and grows.
Author technical design documents detailing software requirements and communicate and build them with your stakeholders among design, other engineering departments, and production.
Build unique content for a game that supports a large demographic of simulation player patterns.
Qualifications
Please note that you do not need to qualify for all requirements to be considered. We encourage you to apply if you can meet most of the requirements and are comfortable opening a dialog to be considered.
Bachelor/Master’s degree in Computer Science, Computer Engineering or related field.
5+ year experience in a hands-on development role.
Demonstrate technical abilities with large projects implemented in C++.
Hands on experience building and shipping AAA games in Unreal engine.
Experience building complex gameplay networking features.
Experience with replication and network optimization techniques.
Previous engineering experience owning major systems in code bases.
Hands on experience and willingness to create multiple short-lived prototypes.
Experience developing for large-scale live products. Products that constantly update to provide higher quality, and feature set to expand the possibilities in the game.
Experience building features and tools for games (or applications) that support a collaborative User Generated Content community.
Experience working in highly collaborative environments with multidisciplinary roles beyond engineering like design, production, art and product management.
Experience optimizing performance and memory of real time applications (like games).
Experience with Windows platform and development tools.
Pluses
Experience developing for both PC and Mobile platform games.
Experience with Unreal Engine replication and network optimization techniques.
Experience with shipping multiplayer games using modern game engines.
Demonstrate experience working in large data-driven games or applications.
Experience mentoring or leading engineers in different projects.
Experience with Machine Learning techniques applied in the games domain.
Experience using static and performance analysis tools, automated testing, unit testing, and configuration management processes.
COMPENSATION AND BENEFITS
The base salary ranges listed below are for the defined geographic market pay zones in these states. If you reside outside of these locations, a recruiter will advise on the base salary range for your specific location.
EA has listed the base salary ranges it in good faith expects to pay applicants for this role in the locations listed, as of the time of this posting. Salary offered will be determined based on numerous relevant business and candidate factors including, for example, education, qualifications, certifications, experience, skills, geographic location, and business or organizational needs.
US COMPENSATION AND BENEFITS
The base salary ranges listed below are for the defined geographic market pay zones in these states. If you reside outside of these locations, a recruiter will advise on the base salary range and benefits for your specific location.
EA has listed the base salary ranges it in good faith expects to pay applicants for this role in the locations listed, as of the time of this posting. Salary offered will be determined based on numerous relevant business and candidate factors including, for example, education, qualifications, certifications, experience, skills, geographic location, and business or organizational needs.
BASE SALARY RANGES
California (depending on location e.g. Los Angeles vs. Sacramento):
º $130,250 - $199,400
New York (depending on location e.g. Manhattan vs. Buffalo):
º $120,450 - $199,400
Jersey City, NJ:
º $147,400 - $199,400
Colorado (depending on location e.g. Denver vs. Colorado Springs):
º $120,450 - $161,750
Washington (depending on location e.g. Seattle vs. Spokane):
º $120,450 - $188,600
Base salary is just one part of the overall compensation at EA. We also offer a package of benefits including paid time off (3 weeks per year to start), 80 hours per year of sick time, 16 paid company holidays per year, 10 weeks paid time off to bond with baby (following 1 year of service), medical/dental/vision insurance, life insurance, disability insurance, and 401(k) to regular full-time employees. Certain roles may also be eligible for bonus and equity.
Electronic Arts (EA) is a global leader in digital interactive entertainment, known for developing and delivering high-quality games, content, and online services for internet-connected consoles, mobile devices, and personal computers.
46 jobsSubscribe to Rise newsletter