Dear Epic Games Talent Acquisition team,
I would like to apply for the Engine Programmer role you have posted on your careers page. My focus these past few years has been engine programming, and I would be glad to bring that to your team.
Ahead of writing I read about Epic Games, and what stood out was your work on the next version of Unreal and the engineering posts on how your engine teams squeeze performance out of modern hardware. This looks like a strong time to join, and I would gladly put my engine programming experience to work there.
Reading the posting, the three needs that stand out most are building core engine systems, optimizing performance and memory and supporting gameplay and tools teams. Those decide whether an engine programmer works out, and I have real results behind each.
On building core engine systems, my daily tools are C++, systems programming and multithreading. As an Engine Programmer at Unity, I handled building the job system and memory allocator that the whole engine now sits on. Beyond that, I wrote the asset-streaming pipeline three shipped titles rely on.
For optimizing performance and memory, I rely on profiling, cache optimization and SIMD. During my time as an Engine Programmer at Unity, I took on cutting CPU time per frame by 30 percent with cache-friendly data layouts.
On supporting gameplay and tools teams, I bring engine architecture, tooling and APIs. Working as an Engine Programmer at Unity, I owned giving gameplay and tools teams stable APIs they could build on without surprises. On top of that, I held frame time under 16 ms on min-spec hardware through a big content push.
I would be glad to walk through this in an interview and show why I fit. I am ready to build the systems the rest of the studio depends on and keep the engine fast, and to grow with the team.
I would be glad to find a time to talk.
Yours sincerely,
Theo Script
theo.script@gmail.com