Suggested rewrite: Led a cross-functional initiative that improved [business outcome] by [measurable result], demonstrating experience relevant to this role...
Senior Unity Developer
- Remote from
- Cyprus
- Salary
- Undisclosed
- Department
- Software Engineering
- Employment
- Full Time
- Experience
- Senior
- Published
- Apply before
- 9 Dec 2026
- Listing views
- 33
- Application actions
- 1
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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.
We are seeking an experienced Senior Unity Developer to join our team and contribute to the development and evolution of our flagship game, Oxide: Survival Island.
If you know Unity inside and out, including URP and rendering pipelines, you love digging into performance optimization, enjoy working with Addressables, shaders, and multiplayer systems, and eager to help build something meaningful from the ground up — we want to talk to you.
This role stays open on an ongoing basis because we’re always interested in meeting exceptional Unity Developers who can make a real impact on the project.
What You’ll Be Doing
Design, develop, and maintain core gameplay systems and multiplayer features using Unity and C#.
Work with URP-based rendering, shaders, and visual effects with a strong focus on performance and visual quality on mobile devices.
Integrate Unity Addressables for scalable and dynamic UI content.
Profile and optimize game performance: CPU/GPU usage, memory, loading times, and frame stability.
Support LiveOps and seasonal updates by delivering new features, systems, and technical improvements.
Collaborate closely with game designers, artists, and other engineers to turn game concepts into robust, scalable implementations.
What We Expect From You:
8+ years of experience in Unity development.
Experience working with synchronous multiplayer systems (within the past 2 years).
Deep understanding of URP and Unity rendering workflows.
Experience designing and implementing game mechanics and UI systems.
Shader experience (Shader Graph or HLSL).
Strong C# skills and experience with performance optimization.
Collaborative mindset and great communication skills.
Passion for games and crafting thoughtful user experiences.
Russian language proficiency at C1 level or higher.
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 first reproduce the issue on representative devices and profile CPU, GPU, memory allocation, rendering, and loading behavior. I would isolate the highest-cost systems, validate changes with profiler captures, and prioritize fixes such as reducing draw calls, removing allocation spikes, optimizing shaders, or improving asset loading.
I design gameplay logic with authoritative state, predictable simulation requirements, network synchronization costs, and recovery from latency or packet loss in mind. I work closely with gameplay and backend stakeholders to define ownership, replication rules, and profiling metrics before scaling features.
I begin with the visual target and device budget, then minimize shader variants, texture bandwidth, overdraw, and expensive per-pixel calculations. I profile on target hardware and use Shader Graph or HLSL deliberately, balancing visual quality with stable GPU performance.
I organize assets into clear dependency groups, define loading and release ownership, and test content updates independently of application releases. I also monitor memory retention, download size, cache behavior, and failure handling to keep dynamic content scalable and reliable.
I clarify the player outcome, technical constraints, acceptance criteria, and performance budget early. I provide iterative prototypes, surface implementation trade-offs quickly, and convert feedback into maintainable systems that designers and artists can effectively use.
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