Company Description
People Can Fly is one of the leading independent AAA games development studios with an international team of hundreds of talented individuals working from offices located in Poland, UK, US, and Canada, and from all over the world thanks to our remote work programs.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.
Our creative teams are currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we\'re growing in the self-publishing model. We also have one project in the concept phase - Red; as well as two projects in VR technology - Green Hell VR and Thunder - a new project based on one of the IPs from the Group\'s portfolio.
With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.
If you decide to accompany us on this journey, you\'ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new unique experience to the players worldwide.
Project Bifrost is a yet unannounced AAA action-adventure game developed by our North American team supported by PCF\'s European studios.
We are looking for an experienced Engine Programmer who exhibits passion and curiosity in building complex systems and desire to lead a team of engine engineers. At People Can Fly you will work with some of the industry\'s most exciting technology and work alongside talented individuals. Working across multiple departments and in close proximity with design and gameplay engineers, you and your team will implement the core game systems and tools to help our gameplay engineers achieve their vision
In this role you will:
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