Devops & Release Engineer
- Paris, France
- Mid Level
- Posted
Skills
Required
- build / orchestration
- Perforce
- Unreal Engine
- Console
- CI/CD pipelines
- Mobile
- game production
- infrastructure-as-code
- hybrid cloud/on-prem environments
- SRE
- Horde
- Zen Server
Preferred
- Unreal Engine CI/CD pipelines
- Kubernetes
- Helm
- shift issue detection left
Join a leading game development studio as a DevOps & Release Engineer. In this pivotal role, you will design and build the foundations of our build, CI/CD, and release ecosystem for a new ambitious AA PC/Console project. You will own the CI/CD backbone of our Unreal Engine production pipeline, architect and scale a robust Internal Developer Platform, implement automated quality gates, optimize Perforce, and develop internal tooling. Success will be measured by fast, reliable, and predictable builds, a frictionless self-service experience for developers, and stable, auditable release processes.
Responsibilities
- Design and industrialize Unreal Engine CI/CD pipelines (build, cook, package, deploy) across PC, Console, and Mobile.
- Architect and scale a robust Internal Developer Platform on Kubernetes, leveraging Helm and containerized microservices.
- Implement automated quality gates to shift issue detection left in the pipeline, before builds break downstream.
- Evolution toward Staff / Principal DevOps or Platform Lead roles
- Strategic impact on how games are built and shipped
Requirements
- 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
- Technical ownership of a critical production system at studio level
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