What are the responsibilities and job description for the Systems Engineer (Unreal Engine) position at Arcway, Inc?
Systems Engineer (Contract), Arcway
Location: Remote or in-person (flexible)
Commitment: Contract, minimum 40 hours/week
Engine/Stack: Unreal Engine 5, C and Blueprint, Pixel Streaming (WebRTC), Horde (build & CI), Windows GPU servers (AWS)
ABOUT ARCWAY
Sell more homes, before they're built.
Arcway is the end-to-end 3D platform for production builders. Buyers walk the plan, swap finishes, and watch the price update live, from first click to signed contract. We're not building a game. We're building a configuration tool where precision matters, and every wall, fixture, and finish has to be correct, fast, and true to spec.
THE ROLE
This is a hands-on Unreal Engine role. You'll own the runtime architecture, engine configuration, build pipeline, and performance work behind Arcway's real-time home configurator. The job spans C , engine systems, Pixel Streaming, and build/CI, with the goal of keeping a cloud-rendered UE5 product stable and fast on Windows GPU servers.
You'll own important systems end to end, work closely with other disciplines, and make the architecture calls that keep a pixel-streamed product smooth and correct as it grows.
RESPONSIBILITIES
• Build and own the core runtime and configuration systems for Arcway's real-time 3D home visualization product in Unreal Engine 5.
• Own the architecture and long-term health of systems like scene assembly, configuration and option logic, material and finish swapping, walkthrough navigation, and camera control.
• Keep frame time stable and the rendering budget in check so the stream holds 30 FPS on GPU server instances, with low encode latency and smooth pacing to the browser.
• Maintain and extend our Horde build system so build automation, CI/CD, and test pipelines stay fast and reliable. This covers remote execution/UBA, build health, and automation.
• Profile and optimize GPU, CPU, and memory/VRAM use against fixed cloud hardware budgets, and tune Pixel Streaming (encoding, bitrate, latency) for clean delivery to the browser.
• Maintain engine configuration, plugins, and version upgrades, and make sure engine-level changes stay stable, documented, and compatible with the product pipeline.
• Write and maintain technical design docs that capture the major architecture decisions, system designs, milestones, and risks.
• Set engine best practices and build the tooling that helps designers, artists, and engineers work efficiently.
• Work closely with design, content, tech art, and product to build systems that hold up under to-spec configuration, real-time finish changes, live pricing, and large architectural scenes.
• Work with production and leadership on milestone planning, risk, and how we approach implementation.
• Keep the quality bar high across the runtime codebase: precise, fast, maintainable, and ready for production.
• Communicate clearly with stakeholders about technical constraints, trade-offs, dependencies, and plans.
REQUIREMENTS
• 5 years of professional real-time 3D or game-engine development experience, with a track record of owning complex systems end to end.
• Strong professional experience with C and Unreal Engine (both C and Blueprint), including runtime architecture, systems design, debugging, and optimization.
• Can write, debug, and optimize production-grade C , with solid multithreading and performance work.
• Experience shipping or significantly contributing to complex, systemic, data-driven, or configuration-heavy real-time 3D features.
• Experience building and maintaining runtime systems that stay fast and are easy for designers and content creators to work with.
• A track record of hitting and holding a frame-rate target on fixed hardware by profiling and optimizing CPU, GPU, and memory in demanding real-time scenes.
• Comfortable owning build and CI infrastructure, debugging pipeline issues, and keeping automated builds fast and dependable.
• Experience working with Windows and Linux builds, packaging, and deployment for cloud GPU servers.
• A feel for what high-fidelity real-time visualization demands: responsiveness, scene complexity, visual correctness, and runtime performance.
• Comfortable working across system boundaries and with other disciplines, and balancing short-term delivery against long-term code health.
• Takes ownership, makes practical calls, and helps the team keep moving under delivery constraints.
NICE-TO-HAVES
• Experience with Unreal Pixel Streaming, cloud or server-side rendering, or WebRTC-based streaming of real-time 3D to the browser.
• Experience optimizing for fixed cloud GPU instances: VRAM budgeting, encode latency, bitrate and quality tuning, and multi-session or scaling work.
• Hands-on experience with Unreal Horde, or comparable UE build/CI tooling such as BuildGraph, UnrealBuildAccelerator/remote execution, and automated testing.
• Some experience mentoring engineers, setting standards, or leading technically. Nice to have, though this is an individual-contributor role.
• Experience in architectural visualization, configurators, digital twins, or other precision real-time 3D applications.
• Strong understanding of data-driven scene assembly, configuration and option systems, and runtime correctness for spec-accurate output.
• Experience with level streaming, World Partition, large-world handling, and dynamic content loading for big or detailed environments.
• Familiarity with material and finish systems, parameterized materials, and real-time appearance swapping.
• Experience with UE5 systems relevant to runtime product experiences: Character Movement, camera and navigation, navmesh, spatial queries (EQS), data tables and asset management, and the Gameplay Ability System or similar runtime frameworks.
• Experience integrating runtime systems with external data such as pricing, product catalogs, configuration backends, or APIs.
Salary : $35 - $80