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Game Engine Modding Engineer

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πŸ‡ΊπŸ‡Έ Los Angeles, CA, USA
Contract Full Time / Part Time / Contract / Freelance
Experience Level Intermediate (2–5 years)
Published Date
Closing Closing

About

Synchronized streams of video, depth, telemetry, and input captured directly from inside the engine. That is what makes Origin Lab's training data technically differentiated from anything else on the market, and the game engine plugins that make it possible are the most technically demanding layer in the stack.

Our plugins run inside live game processes. They extract camera telemetry, depth buffers, enumerate world actors, and trigger deterministic game state resets, across Unreal, Unity, and proprietary engines, across a growing catalog of titles, in collaboration with game studios.

The role

You will own Origin Lab's game engine plugin system: the layer that turns raw game worlds into structured, machine-readable training data for world models and AI labs.

You'll work at the intersection of game internals and machine learning infrastructure, solving problems that don't have clean answers. A lot of this work is exploratory: reading engine source, reverse-engineering runtime behavior, and figuring out what is actually possible in a given title. You'll have ownership over the full lifecycle: design, implementation, compatibility testing, and ongoing maintenance as our catalog of supported titles grows.

This is a remote, mission-first role. We care about what you ship, not where you sit. Start with the work, prove the fit, and grow from there.

What you'll work on

Per-frame depth capture from inside the engine, synchronized with video and telemetry. This is the data type that sets our capture stack apart from anything else on the market, and extending it across engines and titles is the most important problem on your plate.

Camera, entity, and game state hooks across both major engines, and the quiet work of keeping them stable as titles update. Engine patches break signatures, anti-cheat vendors change detection surfaces, and per-title quirks accumulate. You own the full loop from "something broke in a patch" to "it ships again."

Anti-cheat compatibility. EAC and BattlEye block standard injection techniques on protected titles. You'll research and build capture methods that coexist with kernel-level anti-cheat, whether that means DXGI-level interception, signed minimal DLLs, streamlined whitelisting pipelines, or approaches we haven't considered yet.

The plumbing that makes all of the above usable: how capture streams leave the game process, how they stay frame-aligned with the rest of the recording pipeline, and how we prove to ourselves that what we shipped is what we think we shipped.

What we're looking for

  • A track record of shipping mods, plugins, or tools across game engines that real people used and depended on. We want to see what you've built, whether that's a modding framework used by a community, a reverse-engineered plugin for a title that didn't have official support, or tooling that extracted data no one thought was accessible. Fluency in at least one of Unreal or Unity at the source level, and curiosity about the rest.

  • Strong C++ and/or C# in a game engine context, including comfort with the Windows toolchain and with the class of problems that come with injecting code into a running game. DLL injection techniques, proxy DLLs, IAT hooking, VTable hooking: you know the tradeoffs and you've debugged the failures.

  • Graphics pipeline fluency: depth buffers, G-buffers, render targets, constant buffers, and the lifecycle of a depth resource across a frame. You understand the difference between a depth buffer that exists and one you can actually read.

  • Comfort operating in ambiguity. You know how to read engine sources, form a hypothesis, and find out what's actually true. You expect undocumented behavior, fragile offsets, and half-working tooling, and you work through it systematically instead of guessing.

  • A systematic approach to compatibility. You keep track of what works, why it works, and what breaks across titles, not just what currently ships. When a game updates and something breaks, you have a methodology for diagnosing and fixing it, not a prayer.

  • Comfort with agentic coding tools. We use Claude Code (and similar agentic systems) daily as part of how we ship: reading engine source, drafting scaffolding, grinding through compatibility work, and keeping a fast feedback loop on Windows test machines. You should be fluent with these tools, opinionated about where they help and where they get in the way, and able to direct them effectively on deep systems work.

  • Bonus: experience with EAC or BattlEye internals, IL2CPP environments, GPU-side readback optimization, kernel driver development, or reverse engineering tools (x64dbg, IDA Pro, Ghidra, RenderDoc).

Origin Lab

Origin Lab acquires, creates, and delivers AI-enriched catalogs across 3D environments, video game capture, TV/Film, and animation. Rights-cleared, model-ready content, licensed, captured at the source, and delivered with the structure that world model training actually requires. We are working with AI researchers from Oxford, Google Research, and others to drive breakthroughs in Artificial World Intelligence.

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