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Staff Systems Software Engineer

Thatgamecompany · Remote - US · Remote

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About Thatgamecompany

thatgamecompany is a game studio dedicated to creating timeless interactive entertainment that inspires human connection worldwide. Critically acclaimed games Journey, Flower and flOw. Backed by Kleiner Perkins.

About the role

Most engineering roles at Thatgamecompany ship features to players. This one ships velocity and quality to engineers. Cloud, Gameplay Backend, and Cross-Platform Backend build the services and features the game runs on; you build the systems that prove that work is correct, fast, and ready — before it reaches players.

What they're looking for

  • Languages: Python, Golang, C/C++, Jenkins Groovy, Linux shell scripting, fluent English
  • Testing & Quality Systems: Test framework design, load/stress tooling (k6, Locust, Gatling, JMeter), fault injection/chaos engineering, coverage instrumentation, flake detection
  • Performance & Analysis: CPU/GPU/memory/I/O profiling, statistical analysis of noisy benchmarks, regression detection and commit attribution, observability
  • Build & CI at Scale: Jenkins/GitLab CI/CD, Make/CMake, GCC/Clang, distributed build systems/caching, Git/GitLab and Perforce (large-binary workflows)
  • Infrastructure: Linux/macOS administration, bare-metal/on-prem cluster ops, Docker/Podman, Kubernetes, Terraform/OpenTofu, hardware capacity planning
  • Systems Fundamentals: Distributed systems failure modes, TCP/IP and UDP, resilience patterns, disaster recovery planning and execution
More about this role

Remote US & Canada

Most engineering roles at Thatgamecompany ship features to players. This one ships velocity and quality to engineers. Cloud, Gameplay Backend, and Cross-Platform Backend build the services and features the game runs on; you build the systems that prove that work is correct, fast, and ready — before it reaches players. You will build the systems that prove the gameplay feature works — at scale, on every device, on every commit — and the infrastructure that lets a hundred engineers find that out in minutes instead of days. If it runs in production, another team owns it. If it exists to test, measure, or accelerate what those teams build — test harnesses, load/chaos infrastructure, device labs, build/GPU clusters — you own it. Your output is the studio's velocity and the game's quality floor.

Build and own the studio's functional test automation framework — runner, fixtures, game-state harness, reporting — plus coverage instrumentation that makes untested systems visible

Build regression analysis tooling that separates real regressions from noise and attributes them to a commit automatically

Improve test suite speed/trust via flake detection, quarantine, parallel...

Read the full posting on Thatgamecompany's site ↗

ITS

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