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  1. All roles
  2. Gameloft Kraków
  3. Devops & Release Engineer
Gameloft Kraków logo
Gameloft Kraków

Devops & Release Engineer

OnsiteParis, Île-de-France, FranceGaming
Apply directly at Gameloft Kraków

Our Take

Design and build the CI/CD and release ecosystem for an ambitious AA PC/Console game project.

What you’ll do

  • Design and industrialize Unreal Engine CI/CD pipelines
  • Architect a robust Internal Developer Platform on Kubernetes
  • Optimize Perforce as critical infrastructure
  • Develop internal tooling and self-service capabilities

What they’re looking for

  • Solid experience building CI/CD pipelines in game production context
  • Unreal Engine strongly preferred
  • Hands-on with Perforce at scale
  • Familiar with hybrid cloud/on-prem environments

Skills & Focus Areas

  • CI/CD
  • Unreal Engine
  • Kubernetes
  • Helm
  • SRE
  • Perforce
  • Cloud Infrastructure

As posted by Gameloft Kraków

Company Description

 

    Job Description

    Main Context

    Join 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 basis

    You'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 requirements
    • Architect 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 engine
    • Implement automated quality gates to shift issue detection left in the pipeline, before builds break downstream
    • Optimize 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 Server
    • Develop internal tooling and self-service capabilities that reduce developer friction, and drive release engineering (branching, promotion, versioning, rollback readiness)

    What success will look like

    Success 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 KPIs
    • Developers self-serve playable builds and internal tools through a frictionless, well-documented golden path
    • CI/CD pipelines and the Kubernetes-based Internal Developer Platform scale under production load without breaking, backed by proactive capacity and cost monitoring
    • Studio web tools and services run highly available, with clear ownership and minimal manual intervention

    Release processes are stable, auditable, and traceable, with full build provenance and rollback capability across

    Who you would be working with

    • Game developers (programmers, technical artists)
    • QA teams
    • Production teams
    • Technical leadership (Tech Director, Leads)

    Qualifications

    Who you are

    You 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 guesses
    • Hands-on with Perforce at scale, and familiar with tools like Horde, Zen Server, or equivalent build/orchestration systems
    • A builder at heart: you'd rather script away a recurring friction point than let developers work around it manually
    • Pragmatic and collaborative — you know release engineering is a team sport, and you communicate trade-offs clearly to both engineers and production

    Where this role can take you

    • Technical ownership of a critical production system at studio level
    • Evolution toward Staff / Principal DevOps or Platform Lead roles
    • Strategic impact on how games are built and shipped
    Apply directly at Gameloft Kraków
    Location
    Paris, Île-de-France, France
    Work mode
    Onsite
    Type
    FULL_TIME
    PostedJul 13
    Gameloft Kraków logo
    Gameloft Kraków
    gameloft.com
    View all 3 Gameloft Kraków roles →

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