Ryz places senior, top 1% game developers on your team for $7,000 to $15,000 per engineer per month, and you meet named candidates with work in your engine before you sign. They write gameplay, netcode, backend services and tools in Unity or Unreal, and they work on US business hours.
Studios need someone who can hit a frame budget, keep a multiplayer session in sync or keep a live economy running. Our game developers work in C# with Unity and C++ with Unreal Engine, plus the services around them. Common work:
Talk covers your engine and version, your genre, whether the game is single-player or online, and where the team is short: gameplay, networking, backend, tools or performance. We follow up with a plan, a price and the engineers we would pick.
Match is on engine and specialty, because a Unity gameplay programmer and an Unreal network engineer are different hires. Join means your repo or depot, build machines, bug tracker and playtest schedule. Grow could add a live ops backend engineer or a DevOps engineer for builds and servers. If an engineer isn't the right fit, we replace them free, and you own all code and IP they produce.
Our recruiters look for engineers who have shipped or operated games and can explain the systems they owned, from a combat system to a matchmaking service. ARC, our in-house ranking system, orders the pipeline. Candidates then take structured NTRVSTA AI interviews on their engine, game math, performance and networking. Recruiters review each candidate before and after that interview and send you a curated shortlist. AI scores are advisory. People decide.
Ryz is not the right fit if you want a self-serve marketplace for hourly gigs, or an outsourcing studio that makes the whole game, art included, on its own.
When you hire Unreal Engine developers through us, you get engineers who work in Unreal Engine 5 C++ first and treat Blueprints as a tool for designers, not a place to hide core logic. They know the gameplay framework of actors, components, game modes and player controllers, and they use the Gameplay Ability System for abilities, effects and attributes.
On rendering and content, they work with Nanite, Lumen and World Partition, and they understand what each costs on your target hardware. On networking, they handle property replication, RPCs, relevancy and dedicated server builds. They also automate cooking and packaging in your build pipeline.
Many studios hire a game developer to fill one gap, such as a network programmer before a multiplayer beta or a tools engineer to speed up content. Others hire game developers in a group: a game development team that owns a backend, a platform port or live ops while the core team builds the next update. Our game developers for hire are remote and work your hours.
If you came here to hire game designers, an honest note: we staff game engineers and technical designers, the people who build and script systems that designers tune. We do not staff narrative, level or art roles.
Studios in Argentina, Brazil, Uruguay, Mexico and Chile have built mobile, PC and indie games for players around the world for years, and many engineers there have worked on outsourced titles for US and European publishers.
On US business hours, our engineers are online when designers file playtest feedback, so a bad build gets fixed the same day.
Shipping is only part of the job. A live game needs crash triage after each patch, server scaling on event weekends, economy fixes when players find an exploit and performance work as content grows. We hire for that post-launch experience. The case studies show how our teams handle production systems more broadly.
One senior engineer fits a clear gap like networking or tools. A new backend or a port usually goes faster with a dedicated game development team.
Yes. We staff Unity engineers working in C# and Unreal Engine 5 engineers working in C++ and Blueprints. Tell us your engine version and we match on it.
We staff game engineers and technical designers who script and build systems. For narrative, level or art roles, we are not the right partner.
$7,000 to $15,000 per engineer per month, scoped per team. You get a plan, a price and the names of the engineers who would join your studio before you sign.
US business hours, including New York hours. Ryz engineers work on your team, reporting to your leads, and join your playtests live. Talk to us to scope your team.
Questions we didn't answer? Email info@ryzlabs.com.
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