Programming & Tech
Creating successful games on multiple platforms is no easy feat.
It can be likened to a team-based unicycle-rucking-triathlon, with Sharks. There’s rarely a boring moment as programmers are always in high demand.
That is why we are a “No Assholes” workplace. We value enthusiasm and collaborative skills over technical expertise.
We believe a specialist’s skillset cannot come at the cost of a generalist’s appetite for learning. We also share the day-to-day support that’s necessary for making large teams work smoothly.
There’s a lot of freedom, but we also expect high self-leadership and responsibility from everyone. We encourage everyone to challenge the status quo.
The Tech teams are responsible for the technologies and pipelines necessary for making amazing co-op games.
Let's take a closer look at the teams...
Engine Team
We work on the core technology of our game - the engine. We’re currently using the Autodesk Stingray engine, which is written in C++. Our main focus is the engine runtime - performance, streaming and core systems. We care a lot about correctness and gathering data to make sound decisions.
Game Code Team
We work on the gameplay systems and features. We collaborate with Artists, Animators and all forms of Designers to create the best possible game experiences. We work with C++ and fast iteration times is a key success factor for us.
Tools Team
We’re responsible for the tools pipeline, such as the game editor. The various content creator teams are our primary customers and improving their workflows is our main concern. We maintain and develop various tools and software, and we work with modern C# .NET and WPF.
Backend Team
We’re responsible for the servers and databases. Communities are an important part of the games we make and the cloud based technologies we work on is the hub of it. We work with C# .NET.
Tech Art Team
We’re the bridge between the hard technical side of games and the creative artists. We’re responsible for driving sound technical choices in the art content creation and we work closely with DCC tooling, lighting, material and shader authoring. We’re a mix of technical individuals with backgrounds in programming and/or art. We work with C++, Python, HLSL, and custom material node graph tools.
Tech Job Opportunities at Arrowhead
All our current job openings within our Tech Department are listed below!
Can't find an open position, but are you interested in becoming a programmer at Arrowhead? Connect with us!