Hire game developers: specialists who have shipped titles

Game talent from people who have shipped

Hire from vetted Unreal, Unity, multiplayer, LiveOps, art and QA specialists; every senior has shipped released titles. Any squad starts within 4 working days.

Build my squad

No card needed · 72 h free hold

Fig. 01Game Development Practice

  • 48hshortlist
  • 4working days to start
  • 3.4%5 gates passed
  • 72hfree hold
In short

Unreal, Unity, LiveOps, art, design and QA specialists. Co-dev, porting and LiveOps squads that start in 4 working days.

Remote Pro Ai’s Game Development practice lets studios hire game developers from a bench of vetted specialists across Unreal and Unity engineering, multiplayer, LiveOps, technical art, design and QA. Every senior has shipped commercially released titles, and any specialist or squad, from a Co-Dev Strike Team to a LiveOps Crew, starts within 4 working days.

Why studios and publishers buy from this practice

  • Shipped-title bench

    Credits verified against store pages and producer references, across mobile, PC and console.

  • Arabic-first IP

    Culturalisation, Arabic UI and UX, and narrative for regional publishers.

  • LiveOps economics

    Economy design, monetisation and telemetry that lift retention and ARPDAU.

Game specialists ready to join your build

These counts mirror bench availability. A specialist shows as available once vetted, unassigned and able to start in your branch within 4 working days.

Engine column shows each specialist’s primary engine; many work in both.

6 production problems studios hire us to solve

  • 01

    A milestone at risk and a core team at capacity

    A Co-Dev Strike Team takes ownership of a feature area, starting with a 4-week pilot so you can judge the work before committing.

  • 02

    A title that must reach console

    Port & Perform crews handle platform layers, performance budgets and certification requirements.

  • 03

    Retention that drops after the first week

    LiveOps events, economy tuning and telemetry dashboards for D1, D7 and D30 retention and ARPDAU.

  • 04

    Art quality fighting the frame budget

    Technical artists author shaders, LODs and profiling workflows that keep visuals inside the budget.

  • 05

    Multiplayer lag across the Gulf

    Authoritative servers, rollback netcode and in-region deployment; Case G-01 reached under 100 ms p95 latency in region.

  • 06

    Games that do not yet speak Arabic

    Culturalisation, Arabic UI with RTL layouts, narrative review and preparation for GCAM and IARC age ratings.

3 game squads ready to reserve

  • Co-Dev Strike Team

    Lead gameplay, 2 gameplay, tech artist, 3D artist, QA

    • Starts with a 4-week pilot.
  • Port & Perform Crew

    Engine lead, 2 gameplay, tech artist, certification QA

    • Console and PC ports.
  • LiveOps Crew

    2 LiveOps engineers, economy designer, game designer, QA

    • Events, offers and telemetry.

Each crew joins your branch within 4 working days. See compositions and prices on Game Development Ready Squads, or explore the full games track.

Hire game developers: the 8 roles studios request most

RoleWhat they ownLevelsBadge
Unreal Engine Developer (C++)UE5 gameplay, systems and tools; Nanite, Lumen, GASMid · Senior · LeadRising 2026
Unity Developer (Mobile / F2P)Performant mobile titles with live-service architectureMid · Senior · LeadIn demand
Gameplay ProgrammerControllers, combat, cameras and the feel of playMid · Senior · LeadNot applicable
Backend & LiveOps EngineerAccounts, economy, events, telemetry and anti-cheatMid · Senior · LeadRising 2026
Multiplayer / Network EngineerNetcode, prediction, rollback and dedicated serversMid · Senior · LeadNot applicable
Technical ArtistShaders, VFX, art pipelines and GPU optimisationMid · Senior · LeadRising 2026
Economy & Monetisation DesignerSink and source models, offers, battle passes, pricing testsMid · Senior · LeadRising 2026
Game QA & Automation EngineerAutomated suites, device farms and certification QAMid · Senior · LeadNot applicable
The other 7 roles
3D Artist, Character & Technical Animator, Game Designer, Level Designer, Game Producer, XR / VR / AR Developer and Esports & Broadcast Technology Engineer. View all 15 Game Development roles.

Engines, pipelines and services our teams use

Engines · Graphics · Multiplayer and backend · Art and animation · XR · Pipeline and QA · Analytics

  • Engines

    Unreal Engine 5 (C++, Blueprints, GAS, Niagara) and Unity 6 (C#, DOTS, Addressables, IL2CPP).

  • Graphics

    Vulkan, DirectX 12, HLSL, Shader Graph, RenderDoc.

  • Multiplayer and backend

    Unreal replication, Netcode for GameObjects, Photon, Mirror, Agones, PlayFab, Nakama, AWS GameLift.

  • Art and animation

    Maya, Blender, ZBrush, Houdini, Substance, MotionBuilder.

  • XR

    OpenXR, ARKit, ARCore, visionOS, WebXR.

  • Pipeline and QA

    Perforce, Jira, Hansoft, TestRail, Gauntlet, AltTester.

  • Analytics

    Firebase, GameAnalytics, Amplitude, BigQuery, AppsFlyer.

Game work shipped and in production

  • Multiplayer title with LiveOps · A game studio, Riyadh

    Case G-01

    Authoritative servers with rollback netcode, regional deployment, anti-cheat, first-pass console certification and LiveOps telemetry for a launch title.

    Squad
    8 specialists · 12 months
    Results
    under 100 ms p95 latency in region · first-pass platform certification · 24/7 LiveOps coverage
  • Illustrative pattern: co-development pilot (not a client case)

    How a Co-Dev Strike Team typically starts: week 1 in your branch and tools, weeks 2–⁠3 on one owned feature, week 4 a review against agreed quality and velocity criteria before any longer commitment.

  • Illustrative pattern: console port (not a client case)

    How a Port & Perform Crew typically runs: technical audit and platform gap list, performance budget per scene, then certification pre-checks before submission.

Meet the practice lead

Youssef Hamdy · Head of Game Development

  • Youssef Hamdy · Head of Game Development

    The Head of Game Development approves every game placement and checks shipped credits personally for Lead candidates. The practice lead also owns the engine tests, the art-quality review and the leak-prevention standard every squad follows, and joins kick-off for each Co-Dev Strike Team.

How we vet game specialists

Screen · Live technical · Practical · Communication · Background and confidentiality

Credits get a candidate an interview. The build they make in our test gets them the job.

  1. Screen

    Shipped credits checked against store pages, credit rolls and producer references.

  2. Live technical

    Build a gameplay mechanic in UE5 or Unity in 2 hours, then profile it.

  3. Practical

    Discipline tasks: optimise a scene to budget, design a LiveOps event, model an economy.

  4. Communication

    A playtest review with a producer: explain trade-offs and accept feedback.

  5. Background and confidentiality

    References, studio NDAs and leak-prevention training before any build access.

Specialists can work on locked-down devices or inside your VDI when a publisher requires it. Full method on how we vet.

Where game specialists add value beyond games

Gaming and entertainment · Real estate and giga-projects · Government · Energy and utilities · Retail

Platform requirements and credentials in this practice

Unreal Engine 5 · Unity 6 · Mobile F2P · LiveOps · XR and location-based · console certification · GCAM and IARC age ratings · PDPL and GDPR for player data

Credentials on the bench include Unity Certified Professional, AWS Solutions Architect Associate for backend engineers, ISTQB for game QA, and PMP or CSM for producers. For our company, ISO/IEC 27001 is in progress (certification target Q2 2027) and SOC 2 Type II is planned for 2027. Build-security policies are listed in the Trust Center.

  • Unreal Engine 5
  • Unity 6
  • Mobile F2P
  • LiveOps
  • XR and location-based
  • console certification
  • GCAM and IARC age ratings
  • PDPL and GDPR for player data

Game Development practice: studio questions

Book a scoping call

20 minutes with a solutions architect. No sales script.

Yes. Co-Dev Strike Teams work directly in your Unreal Engine 5 or Unity project, inside your Perforce or Git branches, and follow your coding standards and review process. They take ownership of a defined feature area or milestone slice, so your core team keeps creative control while capacity grows.

The squad joins your tools in week 1, owns one agreed feature in weeks 2 and 3, and is reviewed in week 4 against quality and velocity criteria you set at kick-off. If the pilot meets them, the squad continues on a monthly basis. If not, you stop without a longer commitment.

Yes. Port & Perform crews adapt platform layers, set performance budgets per scene, optimise CPU and GPU hotspots and run certification pre-checks against platform-holder requirements before submission. On Case G-01, our squad achieved first-pass platform certification for a multiplayer launch title in Riyadh.

Every specialist signs your NDA and completes leak-prevention training before receiving build access. On request, specialists work only on locked-down devices or inside your VDI, with no local copies of assets. All work product is assigned to you on payment, and access is revoked on the day an engagement ends.

Yes. The LiveOps Crew runs event calendars, remote config, offers, A/B tests and telemetry dashboards, and maintains a regression pipeline for weekly releases. Coverage hours, including weekends and major events such as Ramadan, are written into the Statement of Work.

Yes. Designers and artists adapt UI for Arabic and right-to-left layouts, review narrative and visual content for regional audiences, and prepare titles for GCAM and IARC age-rating submissions. This is packaged with publishing preparation in the MENA Launch Kit on the games track.

Pricing is quotation-based. Ready game squads have a fixed monthly price from USD 29,700/month, shown in SAR, AED, USD or EUR with VAT separate, and single roles follow Mid, Senior and Lead bands. The Co-Dev Strike Team pilot is priced for its 4 weeks, so you can test the fit before a longer term.

Add shipped-title talent to your next milestone

Start a 4-week Co-Dev pilot, hold a porting or LiveOps crew free for 72 hours, or request named specialists within 72 hours.