04 Sep
|
Liquidnitro Games
|
Hyderabad
04 Sep
Liquidnitro Games
Hyderabad
Software Engineer II (Plugin and Library Development)
Location - Hyderabad
About Us
Liquidnitro Games is India’s flagship live services and game production company, founded by industry veterans with a proven track record in producing massively successful games &
live services. For game companies, studios and publishers worldwide – we offer world class game development expertise to power creativity, growth and profitability in their games.
What’s in it?
We’re looking for a highly talented and dedicated Software Engineer/Programmer who is passionate about developing software systems for games. As a software engineer you will be building the plugins, SDKs and shared libraries that our Unity and Unreal projects are built on, working in small teams that work closely together to create reusable, well documented solutions that other engineers depend on every day. You will work closely with the engineering lead to plan and streamline how these libraries are built and rolled out, and will provide technical expertise, establishing best practices, and driving innovation within the team.
Responsibilities:
- Collaboratively working with other developers, artists, designers and the rest of the team to deliver well-architected and high-quality cross-platform mobile solutions.
- Design, build and maintain reusable plugins, SDKs and libraries for Unity and/or Unreal, including the native Android and iOS layers behind them.
- Own the public API surface of what you ship — versioning, backward compatibility, deprecation paths and upgrade guides for the teams consuming it.
- Package and distribute libraries through UPM, .unitypackage or Unreal plugin formats, and keep them building cleanly across the engine versions our projects use.
- Diagnose and resolve the problems specific to library work: dependency and symbol conflicts, engine and OS version fragmentation, build and link failures, and lifecycle or threading mismatches between engine and native code.
- Write and maintain sample projects, integration documentation and automated tests so teams can adopt your libraries without hand-holding.
- Collaborate closely with the cross functional game development teams to execute on the roadmap/vision of our games.
- Estimate engineering effort during multiple stages of product life cycle.
- Responsible for end-to-end development architecture, thus ensuring the code written to implement the architecture and design meets the highest standards regarding code quality and efficiency.
- Stay up to date with the latest industry trends, tools, and techniques, and evaluate their potential application in the game development process.
- Take part in regular code and design reviews to maintain consistency across the project.
- Work closely with the engineering lead to scope, sequence and streamline library development, and to keep what you build aligned with the needs of the consuming project teams.
- Actively use and refine AI-assisted workflows — code generation, review, test authoring, documentation and tooling — and share what demonstrably works with the team.
Plugin & Library Development:
This role exists because libraries fail in ways that game code does not. We want someone who has already run into these problems and has opinions about them:
- Designing a small, clean API surface and keeping it secure as the number of consumers grows.
- Semantic versioning and managing breaking changes across multiple live projects sitting on different engine versions.
- Native interop — JNI and Objective-C/Swift bridging, marshalling, and memory ownership across the managed/native boundary.
- Dependency and transitive dependency conflicts: Gradle/AAR collisions, duplicate symbols, CocoaPods and Swift Package version pinning.
- Build system integration: Gradle templates, Xcode post-process build steps, Unreal .Build.cs and .uplugin configuration.
- Threading and lifecycle correctness — main-thread marshalling, application pause/resume, and background callbacks re-entering managed code.
- Debugging failures inside a consumer’s project that you cannot reproduce locally: logging strategy, symbolication and crash triage.
- Binary size, startup cost, and the implications of code stripping, IL2CPP or equivalent on what you ship.
- Keeping up with editor tooling changes and first-party SDK and policy churn without breaking downstream projects.
Requirements:
- Bachelor’s or Master’s degree in Computer Science, Engineering, or a related field.
- 4+ years of experience in game/application development for mobile platforms (Android and iOS) using Unity and/or Unreal.
- Demonstrable experience building and shipping plugins, SDKs or shared libraries that were consumed by other teams or external partners.
- Strong C++ and C# skills, with solid architectural and software engineering fundamentals.
- Hands-on native platform development in at least one of Android (Java/Kotlin, JNI, Gradle) or iOS (Objective-C/Swift, Xcode build phases, CocoaPods).
- Knowledge of common data structures and algorithmic solutions.
- Experience with profiling and debugging mobile applications.
- Understanding of Crashlytics and Google Play console.
- Understanding of mobile application development guidelines defined by first parties (Apple and Google).
- Familiarity with source control, CI and automated build pipelines for producing and publishing library artifacts.
- Excellent written, verbal communication skills and critical thinking skills — for this role, documentation is part of the deliverable.
- A genuine passion for gaming and a deep understanding of the gaming industry.
- Demonstrated interest or hands-on experience with AI-assisted development workflows (Copilot, Claude, Cursor or similar), and the ability to adapt AI tools into day-to-day workflows to improve productivity — including judgement about where they help, where they do not, and how to review their output critically.
Good to Have:
- Shipped titles live on Android or iOS.
- Gameplay systems experience — Finite State Machines, Behaviour Trees, animation or physics integration.
- Editor tooling: custom inspectors, importers or build automation in Unity or Unreal.
- Rendering awareness — shaders, batching, draw call and overdraw budgets.
- Integrating third-party game SDKs such as analytics, ads, IAP or attribution.
- Performance work on low-end devices: memory budgets, GC pressure and frame pacing.
- Open-source contributions or a published package used by others.
📌 Software Engineer (Plugin & Library Development) (Hyderabad)
🏢 Liquidnitro Games
📍 Hyderabad