Devops & Release Engineer

Gameloft

FRhybridPosted Jul 9, 2026
Posting intelligenceActively listedReposted 24×, possible evergreen/ghost posting

Skills

kuberneteshelmcicd

About the role

Company Description

Job Description

Main Context

Join at a pivotal moment as we kick off the pre-production of a new ambitious AA PC/Console project.

Your mission will be to design and build the foundations of our build, CI/CD, and release ecosystem from the ground up - ensuring that as the project scales, teams can turn code into stable, playable builds quickly, reliably, and at production scale.

What it means on a daily basis

You'll own the CI/CD backbone of our Unreal Engine production pipeline, bringing DevOps rigor to game build engineering - treating pipelines as code, infrastructure as a product, and reliability as a metric to track, not an accident.

Design and industrialize Unreal Engine CI/CD pipelines (build, cook, package, deploy) across PC, Console, and Mobile, with reproducibility and idempotency as first-class requirements

Architect and scale a robust Internal Developer Platform on Kubernetes, leveraging Helm and containerized microservices to deploy highly available web tools and studio services outside the core engine

Implement automated quality gates to shift issue detection left in the pipeline, before builds break downstream

Optimize Perforce as critical infrastructure (streams, workspaces, sync performance), and operate a hybrid infrastructure (on-prem + cloud) with an SRE mindset - uptime, latency, and cost/performance trade-offs guiding decisions on Horde and Zen Server

Develop internal tooling and self-service capabilities that reduce developer friction, and drive release engineering (branching, promotion, versioning, rollback readiness)

What success will look like

Success shows up as invisible infrastructure - teams shipping faster without thinking about the platform underneath, because it just works.

Builds are fast, reliable, and predictable across all platforms, with build time and failure rate tracked as core KPIs

Developers self-serve playable builds and internal tools through a frictionless, well-documented golden path

CI/CD pipelines and the Kubernetes-based Internal Developer Platform scale under production load without breaking, backed by proactive capacity and cost monitoring

Studio web tools and services run highly available, with clear ownership and minimal manual intervention

Release processes are stable, auditable, and traceable, with full build provenance and rollback capability across

Who you would be working with

Game developers (programmers, technical artists)

QA teams

Production teams

Technical leadership (Tech Director, Leads)

Qualifications

Who you are

You think in systems, not scripts - someone who's as comfortable debugging a Perforce sync bottleneck as they are arguing for a better branching strategy in a release review.

Solid experience building and operating CI/CD pipelines in a game production context (Unreal Engine strongly preferred), ideally across multiple platforms (PC, Console, Mobile)

Comfortable with infrastructure-as-code, hybrid cloud/on-prem environments, and an SRE mindset - you reach for metrics and monitoring before you reach for guesses

Hands-on with Perforce at scale, and familiar with tools like Horde, Zen Server, or equivalent build/orchestration systems

A builder at heart: you'd rather script away a recurring friction point than let developers work around it manually

Pragmatic and collaborative - you know release engineering is a team sport, and you communicate trade-offs clearly to both engineers and production

Where this role can take you

Technical ownership of a critical production system at studio level

Evolution toward Staff / Principal DevOps or Platform Lead roles

Strategic impact on how games are built and shipped

Questions about this role

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