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Level

Sr. Engine Engineer

Austin, TX

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hirly's read of this role

Seniority
Senior
Country
US
Work mode
On-site / unstated
First seen by hirly
28 Sept 2026

Derived automatically from the posting. Upload your resume above to see how the role scores against it.

the posting

Level is a learning technology company dedicated to helping students build real academic and life skills with confidence and joy. We combine proven curriculum principles with world class interactive design to make meaningful practice something students want to come back to, not something they struggle through.

We support what teachers, schools, and parents are already doing by increasing student engagement with high quality, standards aligned practice that reinforces classroom learning. That’s why we’re building:

For students : Rewarding and motivating learning experiences that meet students where they are to build real academic proficiency.

For educators : Tools that fit naturally into instruction and help students stay engaged while reducing teacher workload.

For parents : Activities that help your kid catch up or get ahead, build confidence, and minimize homework battles, whether learning at school or at home.

We are committed to helping every person maximize their potential and live a life of meaning. It’s a difficult problem that requires brilliant people and tremendous effort over time.

Level is looking for a C++ engine engineer who can make engine lean, efficient, and reliable on mobile and other constrained hardware. We are building a larger game and learning platform on a forked version of Godot, and this role focuses specifically on identifying what the engine actually needs for our product, what can be stripped out, and what must be rewritten or optimized so it performs well on lower-powered devices. This is a role for someone who has worked underneath the game/application layer, with experience working inside an engine and changed how it behaves on constrained hardware.

What You Will Do:

Get inside our engine and determine what functionality is actually needed for our product, and what can be removed, rewritten, or optimized

Profile and optimize engine and runtime performance across CPU, GPU, memory, binary size, loading time, and (where relevant) battery/power

Modify underlying engine/runtime technology to meet mobile and constrained-hardware requirements

Work on memory allocators and footprint, asset streaming, lazy/asynchronous loading, texture compression, and rendering optimization

Address draw calls, GPU pipelines, shaders, CPU/GPU synchronization, multithreading, and frame pacing

Work with platform graphics APIs (iOS/Metal, Android/Vulkan/OpenGL ES) and debug device-specific problems

Improve startup and load time, binary/package size, and performance across a range of device generations and capabilities

Make architecture and systems design decisions specific to lower-powered hardware constraints

Actively experiment with and adopt AI-assisted development tools to improve engineering workflows

Qualifications

Need to Have:

Strong professional C++ experience

7+ years of game engine or runtime experience, including comfort working below the gameplay/application layer

iOS and/or Android shipping experience is a plus

Experience with constrained hardware and a strong understanding of mobile hardware limitations

Experience profiling and optimizing for CPU, GPU, memory, loading, asset footprint, binary size, and frame rate

Experience modifying underlying engine or runtime technology (not just building features on top of one)

Experience debugging device-specific problems across different hardware generations

Strong architecture and systems design skills

For candidates from Unity or Unreal backgrounds: demonstrated experience going below the engine's abstractions (e.g., native C/C++ work, IL2CPP, native plugins, or modified engine source), not solely C#/Blueprint-level mobile shipping experience

Nice to Have:

Direct experience taking an engine or runtime and stripping down, customizing, or optimizing it for target mobile hardware

Experience with Godot: core contribution, C++ engine development, mobile/platform contributions

Background on a proprietary mobile engine team, where engine internals (memory, rendering, asset systems, platform abstraction, threading) had to be understood deeply

Experience modifying Unreal Engine source itself

Experience with battery/power optimization and low-end device optimization

Curiosity about and hands-on experimentation with AI-assisted development tools

Original posting on Level's site ↗

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