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As a Senior Engineer (Tech Debt) at CaptureAge, you will focus on C++ projects in proprietary game engines, with broad future scope. You will be expected to work on complex C++ projects with a high degree of autonomy.

This role is a part of our game development team working directly on Age of Empires titles including Age of Empires II: Definitive Edition and Age of Mythology: Retold, not on our independent CaptureAge application.

Key responsibilities

  • Feature architecture and development

  • Refactoring, bug fixing

  • Modernizing existing legacy C++ game engine systems without introducing regressions

Qualifications

  • Experience with build systems like CMake and MSBuild in large projects and dependency management using VCPKG

  • Experience with Azure build pipelines and custom game content and asset pipelines

  • Very confident working with C++ and engaging with a challenging legacy codebase

  • Experience in game development, preferably in AAA studios

Skills

  • High level of spoken and written English is required

  • Enthusiastic about delivering great experiences for players of a legendary franchise

  • Team player

As a team we love resilient and robust code bases, so we take advantage of code quality tools as much as possible (e.g., capturing constraints at the type level; linting; autoformatting). Code-review is standard across our projects.

Application Process

Please answer our form that briefly outlines why you are interested in this role and why your experience and skills make you a good fit. To demonstrate your attention to detail, include the phrase “Cavalry Archer” somewhere when filling the application form.

If you're more interested in implementing features for existing tooling software, check out our open role for Senior Engineer (Tooling).

About CaptureAge

CaptureAge is a company that grew out of the Age of Empires community and is now partnered with Xbox Game Studios to provide game development services in AAA titles like Age of Empires II and Age of Empires IV. We have a small (35+) but growing team of passionate game developers, from artists to software engineers.

Diversity, Equity and Inclusion

The people making games should be as diverse as the people playing them and we encourage applications from all backgrounds and identities. As a fully remote and internationally distributed company we are a team that enjoys and celebrates a diversity of voices and perspectives.

Compensation

Our compensation is determined by considering competitive market rates, experience, and cost of living. As a fully international company, we strive to ensure competitive compensation aligned with the local cost of living and market standards.

Fully Remote – Location / Time Zones

We are a fully remote company with team members in 15+ countries across many time zones. We prefer team members who fit within broadly American/African/European time zones (UTC-8 to UTC+3) but we are open to applications from anywhere.

Hours/Time Management

We have a flexible approach to time-management, and we believe in giving team members the opportunity to control their own schedules. We'd like to see a world in which work can fit around your life, not the other way around! In practice this means a few pre-agreed sync points a week, with the rest of your working time entirely up to you – we do not have mandatory core hours.

Async Biased

We lean towards async working arrangements and design our processes and working environment with this in mind.

Consensus Driven

We try to foster a genuinely collaborative and consensus driven approach to our work rather than top-down direction and micro-management.