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Liquidnitro Games is India’s flagship live services and game production company, founded by industry veterans with a proven track record in producing massively successful games & live services. For game companies, studios and publishers worldwide – we offer world class game development expertise to power creativity, growth and profitability in their games.
We’re looking for a highly talented and dedicated Software Engineer/Programmer who is passionate about developing software systems for games. As a software engineer you will be building the plugins, SDKs and shared libraries that our Unity and Unreal projects are built on, working in small teams that work closely together to create reusable, well-documented solutions that other engineers depend on every day. You will work closely with the engineering lead to plan and streamline how these libraries are built and rolled out, and will provide technical expertise, establishing best practices, and driving innovation within the team.
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Hyderabad, IND
Liquidnitro Games is seeking a Software Engineer II to build and maintain reusable plugins, SDKs, and libraries for Unity and Unreal games. The role requires mobile development experience, strong C++ and C# skills, nativ
Hyderabad, IND
Hyderabad, IND
Hyderabad, IND
Hyderabad, IND
Hyderabad, IND
Hyderabad, IND
Hyderabad, IND
Hyderabad, IND
This role exists because libraries fail in ways that game code does not. We want someone who has already run into these problems and has opinions about them:
● Designing a small, clean API surface and keeping it stable as the number of consumers grows.
● Semantic versioning and managing breaking changes across multiple live projects sitting on different engine versions.
● Native interop — JNI and Objective-C/Swift bridging, marshalling, and memory ownership across the managed/native boundary.
● Dependency and transitive dependency conflicts: Gradle/AAR collisions, duplicate symbols, CocoaPods and Swift Package version pinning.
● Build system integration: Gradle templates, Xcode post-process build steps, Unreal .Build.cs and .uplugin configuration.
● Threading and lifecycle correctness — main-thread marshalling, application pause/resume, and background callbacks re-entering managed code.
● Debugging failures inside a consumer’s project that you cannot reproduce locally: logging strategy, symbolication and crash triage.
● Binary size, startup cost, and the implications of code stripping, IL2CPP or equivalent on what you ship.
● Keeping up with editor tooling changes and first-party SDK and policy churn without breaking downstream projects.
● Shipped titles live on Android or iOS.
● Gameplay systems experience — Finite State Machines, Behaviour Trees, animation or physics integration.
● Editor tooling: custom inspectors, importers or build automation in Unity or Unreal.
● Rendering awareness — shaders, batching, draw call and overdraw budgets.
● Integrating third-party game SDKs such as analytics, ads, IAP or attribution.
● Performance work on low-end devices: memory budgets, GC pressure and frame pacing.
● Open-source contributions or a published package used by others.
India-based game development and live-services company serving game companies, studios, and publishers worldwide.
Visit company websiteJobs and hiring trendsFull-time
Mid · 4+ years experience
Onsite
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