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Posted 3 mo agoFirst seen 5 h ago
Devops & Release Engineer
Posted by Gameloft on 9 July 2026, 105 days ago. Still on their SmartRecruiters board when we checked 33 min ago.
What the posting is about
Design and build CI/CD pipelines for Unreal Engine game production. Scale internal developer platform on Kubernetes. Optimize Perforce and hybrid infrastructure. Develop internal tooling for release engineering.
Read out of the posting
Levelmid
Experience asked5+ years
EmploymentFull time
LocationParis, IDF, France
RemoteNot stated
Visa sponsorshipNot stated
SalaryNot published, and most postings do not
Posted2026-07-09
Found viasmartrecruiters, direct from their system
We saw it 4 months after it went up.
The posting, as the company wrote it
Employment: Full-time
Experience level: Mid-Senior Level
Job Description
Main Context
Join at a pivotal moment as we kick off the pre-production of a new ambitious AA PC/Console project.
Your mission will be to design and build the foundations of our build, CI/CD, and release ecosystem from the ground up—ensuring that as the project scales, teams can turn code into stable, playable builds quickly, reliably, and at production scale.
What it means on a daily basis
You'll own the CI/CD backbone of our Unreal Engine production pipeline, bringing DevOps rigor to game build engineering — treating pipelines as code, infrastructure as a product, and reliability as a metric to track, not an accident.
Design and industrialize Unreal Engine CI/CD pipelines (build, cook, package, deploy) across PC, Console, and Mobile, with reproducibility and idempotency as first-class requirements
Architect and scale a robust Internal Developer Platform on Kubernetes, leveraging Helm and containerized microservices to deploy highly available web tools and studio services outside the core engine
Implement automated quality gates to shift issue detection left in the pipeline, before builds break downstream
Optimize Perforce as critical infrastructure (streams, workspaces, sync performance), and operate a hybrid infrastructure (on-prem + cloud) with an SRE mindset — uptime, latency, and cost/performance trade-offs guiding decisions on Horde and Zen Server
Develop internal tooling and self-service capabilities that reduce developer friction, and drive release engineering (branching, promotion, versioning, rollback readiness)
What success will look like
Success shows up as invisible infrastructure — teams shipping faster without thinking about the platform underneath, because it just works.
Builds are fast, reliable, and predictable across all platforms, with build time and failure rate tracked as core KPIs
Developers self-serve playable builds and internal tools through a frictionless, well-documented golden path
CI/CD pipelines and the Kubernetes-based Internal Developer Platform scale under production load without breaking, backed by proactive capacity and cost monitoring
Studio web tools and services run highly available, with clear ownership and minimal manual intervention
Release processes are stable, auditable, and traceable, with full build provenance and rollback capability across
Who you would be working with
Game developers (programmers, technical artists)
QA teams
Production teams
Technical leadership (Tech Director, Leads)
Qualifications
Who you are
You think in systems, not scripts — someone who's as comfortable debugging a Perforce sync bottleneck as they are arguing for a better branching strategy in a release review.
Solid experience building and operating CI/CD pipelines in a game production context (Unreal Engine strongly preferred), ideally across multiple platforms (PC, Console, Mobile)
Comfortable with infrastructure-as-code, hybrid cloud/on-prem environments, and an SRE mindset — you reach for metrics and monitoring before you reach for guesses
Hands-on with Perforce at scale, and familiar with tools like Horde, Zen Server, or equivalent build/orchestration systems
A builder at heart: you'd rather script away a recurring friction point than let developers work around it manually
Pragmatic and collaborative — you know release engineering is a team sport, and you communicate trade-offs clearly to both engineers and production
Where this role can take you
Technical ownership of a critical production system at studio level
Evolution toward Staff / Principal DevOps or Platform Lead roles
Strategic impact on how games are built and shipped
Company Description
 
Also open at Gameloft
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