Posted at: 9 July

Devops & Release Engineer

Company

CompanyGameloft

Gameloft SE is a Paris-based B2C video game developer and publisher specializing in mobile, PC, and console games, targeting global consumers with popular titles like Asphalt and Disney Dreamlight Valley.

Job Type

Full-time

Allowed Applicant Locations

France

Job Description

  Main ContextJoin 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 basisYou'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 requirementsArchitect 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 engineImplement automated quality gates to shift issue detection left in the pipeline, before builds break downstreamOptimize 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 ServerDevelop internal tooling and self-service capabilities that reduce developer friction, and drive release engineering (branching, promotion, versioning, rollback readiness)What success will look likeSuccess 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 KPIsDevelopers self-serve playable builds and internal tools through a frictionless, well-documented golden pathCI/CD pipelines and the Kubernetes-based Internal Developer Platform scale under production load without breaking, backed by proactive capacity and cost monitoringStudio web tools and services run highly available, with clear ownership and minimal manual interventionRelease processes are stable, auditable, and traceable, with full build provenance and rollback capability acrossWho you would be working withGame developers (programmers, technical artists)QA teamsProduction teamsTechnical leadership (Tech Director, Leads) Who you areYou 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 guessesHands-on with Perforce at scale, and familiar with tools like Horde, Zen Server, or equivalent build/orchestration systemsA builder at heart: you'd rather script away a recurring friction point than let developers work around it manuallyPragmatic and collaborative — you know release engineering is a team sport, and you communicate trade-offs clearly to both engineers and productionWhere this role can take youTechnical ownership of a critical production system at studio levelEvolution toward Staff / Principal DevOps or Platform Lead rolesStrategic impact on how games are built and shipped