This is a remote position.
We are seeking a Game Developer with strong fundamentals in computer science to work on a voxel-based game built using a custom engine. This role focuses on low-level game programming, rendering, performance optimization, and internal tooling – ideal for candidates who enjoy building systems from the ground up rather than relying on large pre-built game engines or frameworks.
Responsibilities:- Develop and extend systems within a custom voxel-based game engine.
- Implement rendering logic for Minecraft-style graphics.
- Work with spatial data, world generation, and voxel structures.
- Handle memory, performance, and resource management.
- Implementray casting/ raytracing-style techniques where applicable.
- Integrate 2D, 2.5D, and 3D assets (e.g., from Blender) into the engine.
- Developinternal tooling for asset loading, builds, packaging, and testing.
- Experiment with future-facing features such as AI or external API integrations.
- Actively clarify unclear concepts, requirements, or gaps in knowledge.
Requirements
A strong foundation in computer science principles, including data structures, algorithms, and memory management.
Proficiency in Java or demonstrated ability and willingness to learn Java (JVM-based).
Understanding of pointers and references, either conceptually or practically.
Experience with or deep interest in custom-built engines, voxel-based systems, and low-level graphics programming.
Familiarity with basic rendering pipelines and graphical concepts.
Excellent problem-solving abilities and a proactive mindset toward experimentation and iteration.
Ability to work independently in a remote environment while engaging effectively with distributed teams
Benefits
Opportunity for 100% remote work.
Competitive compensation package
Collaboration with cutting-edge product teams working on innovative projects.
Opportunity to influence core game architecture and tooling from an early stage.
- Develop and extend systems within a custom voxel-based game engine.
- Implement rendering logic for Minecraft-style graphics.
- Work with spatial data, world generation, and voxel structures.
- Handle memory, performance, and resource management.
- Implementray casting/ raytracing-style techniques where applicable.
- Integrate 2D, 2.5D, and 3D assets (e.g., from Blender) into the engine.
- Developinternal tooling for asset loading, builds, packaging, and testing.
- Experiment with future-facing features such as AI or external API integrations.
- Actively clarify unclear concepts, requirements, or gaps in knowledge.
A strong foundation in computer science principles, including data structures, algorithms, and memory management.
Proficiency in Java or demonstrated ability and willingness to learn Java (JVM-based).
Understanding of pointers and references, either conceptually or practically.
Experience with or deep interest in custom-built engines, voxel-based systems, and low-level graphics programming.
Familiarity with basic rendering pipelines and graphical concepts.
Excellent problem-solving abilities and a proactive mindset toward experimentation and iteration.
Ability to work independently in a remote environment while engaging effectively with distributed teams
Opportunity for 100% remote work.
Competitive compensation package
Collaboration with cutting-edge product teams working on innovative projects.
Opportunity to influence core game architecture and tooling from an early stage.
If you are excited about building at the system level and enjoy working on technically challenging and creative game development problems, we’d love to hear from you.
Note: Only shortlisted candidates will be contacted for further discussions.
Teams Squared is an equal opportunity employer, valuing diversity and inclusivity.
