Suggested rewrite: Led a cross-functional initiative that improved [business outcome] by [measurable result], demonstrating experience relevant to this role...
Senior Unity Developer (Anti Cheat)
- Remote from
- Cyprus
- Salary
- Undisclosed
- Department
- Cybersecurity
- Employment
- Full Time
- Experience
- Senior
- Published
- Apply before
- 9 Dec 2026
- Listing views
- 20
- Application actions
- 2
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About this role.
HyperHug is an international game development studio specializing in the shooter genre. Our main office is based in Cyprus, but our talented team works remotely from around the world. We’re developing Oxide: Survival Island, an immersive multiplayer survival shooter for mobile platforms, and we’re always looking for motivated individuals who want to grow with us, contribute their creativity, and help shape the future of our games.
Now we’re looking for an Senior Unity Developer (Anti Cheat) with background in game development to take ownership of protecting Oxide from cheats and exploits.
What You’ll Be Doing:
Develop and evolve anti-cheat systems for Oxide: Survival Island.
Identify, analyze, and fix vulnerabilities in game code and gameplay logic.
Analyze logs, crashes, and runtime behavior to detect and investigate exploits.
Design solutions based on authoritative server principles.
Detect and counter common cheat patterns.
Research and improve anti-cheat detection methods and overall system robustness.
Integrate anti-cheat mechanisms into an existing codebase
What We Expect From You:
Hands-on experience building anti-cheat systems in multiplayer games (preferably shooters).
Experience working on multiplayer projects with authoritative server architecture.
Strong understanding of client-server interactions and networking in games.
Strong experience with Unity or other game engines.
What We Offer:
Competitive salary.
Remote work option or relocation to Cyprus, with full company support including visa and housing assistance.
The chance to shape and influence an ambitious multiplayer survival shooter for mobile platforms.
A strong, supportive team passionate about creating great games.
A flexible work environment.
Opportunities for professional growth.
A culture that values creativity, initiative, and collaboration.
Annual salary information is not provided for this position. Explore salary ranges for similar roles in our Salary Directory ›
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Role DNA
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Core skills
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Sample interview questions
I would identify all client-controlled actions that affect competitive outcomes, such as movement, damage, inventory, and cooldowns, then move validation and final state decisions to the server. The client should submit intents rather than authoritative results, while the server checks timing, physics constraints, permissions, and game-state consistency.
I would first reproduce or characterize the report using telemetry, server logs, crash reports, and relevant match data. I would compare expected and observed state transitions, isolate the trust boundary that failed, implement a server-side mitigation, and add targeted logging and regression tests to verify the fix and detect recurrence.
I would use server-observed signals such as impossible movement vectors, invalid fire rates, inconsistent inventory changes, abnormal hit accuracy, timing anomalies, and invalid state transitions. Combining several signals into risk scoring reduces false positives and makes detection more resilient than a single client-side check.
I would map critical gameplay flows and trust boundaries, introduce validation incrementally behind feature flags, and test changes in controlled environments before broader rollout. I would use telemetry to measure rejection rates and player impact, then tune rules with game designers and backend engineers.
I would prioritize server-side validation and collect only telemetry necessary for security investigations and detection. On the client, I would keep checks lightweight, profile CPU and battery impact, avoid intrusive data collection, and ensure logging follows clear retention and access controls.
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