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Senior Client Framework C++ Developer

Posted 24 days ago

OfficeLimassol CyprusSE

About the product

Total Battle is an MMO 4X strategy game with deep political systems and intense player-to-player interaction. Players build cities, forge alliances, fight monsters, and compete for dominance. The game runs on mobile and web, with millions of active players, which means every technical decision we make is felt at scale.

Why this role exists

Our framework team carries a wide mandate: we own the foundation that every game feature is built on — from the rendering and UI layer to the asset pipeline, build system, debug tooling, and developer documentation. That foundation has real problems today.

🎯Our mission: create a reliable foundation for product development — simple, fast, and high-quality — so that game features can be built without friction.

Right now we have two codebases (C++ mobile, C# Unity), slow developer iteration cycles, UI that only engineers can touch, and technical constraints that limit what we can ship. This hire is part of the team that will fundamentally solve these problems — and make sure they never come back.

What you'll work on

Your area of ownership spans the full client platform stack:

  • Framework core and LibRocket integration

  • Game engine layer and cross-platform support

  • Tooling for artists, animators, and UI/UX specialists

  • Build pipeline, CI, and test infrastructure

  • App initialization and startup performance

  • Debug tooling and observability

  • Developer regulations and documentation

Near-term tasks in the backlog include: building an extensible asset loader, reducing nullptr risk, improving code testability, lowering the cost of adding debug functionality, and moving to a unified build pipeline. Alongside this, the team is validating an experiment that may lead to building a new client from scratch — a significant greenfield opportunity.

The north star

We're working toward a single codebase across all platforms, where business logic is engine-agnostic and platform-specific code lives only at the framework level. Features will be isolated modules with explicit interfaces and dependencies. Artists and animators will be able to see their work in the game without a developer in the loop. The game will react to player actions instantly — no spinners, no rollbacks. And no waiting on store review to ship fixes.

That's where we're going. Your job is to help get us there.

Who you are

We're looking for an engineer who goes deeper than the task description. When given a problem, you dig for the root cause before proposing a solution. You think in products: MVP first, iterate, measure against real metrics. You design APIs that don't become roadblocks six months later.

  • Self-directed: you work from a problem statement, not a step-by-step spec

  • Product-minded: you decompose work into deliverable slices and validate assumptions early

  • Strong system designer: your APIs are clean, flexible, and future-proof

  • Proactive: you identify problems others have accepted and propose solutions

  • Communicates clearly in technical English — written RFCs, code review, cross-team discussion

We're not looking for someone who wants a clearly scoped ticket to execute, or someone whose primary motivation is building gameplay features. This team builds the platform that makes gameplay possible.

Requirements

  • 3+ years of C++ (17+) or similar experience in a client application at a product company

  • Strong grasp of design principles and patterns (and knowing when not to use them)

  • Experience with task decomposition and iterative delivery

  • Proficiency in technical English (reading docs, writing RFCs, async collaboration)

Nice to have

  • Active use of LLMs in your work to significantly boost your productivity

  • Experience with game engines or framework-level development

  • Commercial experience with Cocos2d-x

  • Experience with Unity (C#)

  • Familiarity with cross-platform build systems (CMake, CI pipelines)

How we work

You'll receive a problem, not a ticket. You're expected to explore the context, identify the root cause, propose and align on a solution, ship it, and then verify it worked based on feedback and metrics. Delivery is incremental: proof of concept to validate a hypothesis, then a full solution. Predictability matters as much as output.

After 12 months, a great hire here is fully autonomous — picking up problems that span both technical and product dimensions, delivering in predictable increments, and raising the capability of the people around them.

Why join Scorewarrior

  • Onsite work in Limassol, Cyprus: We aim to provide a comprehensive benefits package that supports both your professional growth and comfortable life in Cyprus. You will work from our modern offices in Limassol, surrounded by a highly professional and passionate team that truly enjoys what they do.

  • Stable and transparent compensation, 13th salary, a bonus after successfully passing probation

  • Additional paid days (sick leaves, Christmas holidays, corporate conferences and events)

  • Full relocation coverage for you and your family, if not in Cyprus yet

  • Monthly allowance for preschool, school, and university expenses for employees’ children

  • Access to courses, learning platforms, and professional resources

  • Company-funded professional and language courses, books, and certifications

  • Access to gyms and sports facilities via SportBenefit

  • Private health insurance for you and your family members

Interview process

1 HR screening

A conversation about your background, motivations, and what you're looking for. We'll also walk you through the role and answer your questions about the team and the product.

60 min · Video call

2 Experience-based interview

A deep-dive into your past work with the team lead. We'll talk through specific decisions you've made, how you approach system design, and how you've handled ambiguous or cross-cutting problems.

90 min · Video call

3 Test task

A practical assignment that reflects the kind of work you'd actually do on the team.

Async · Reviewed with feedback

4 Test task review

We walk through your test task together and explore how you broke down the problem, what tradeoffs you made, and how you'd iterate. This is also where we discuss how you work end-to-end — from understanding a problem to verifying the outcome.

90 min · Video call or On-site interview

5 Behavioral interview

We talk through how you work, make decisions, and collaborate in real situations from your experience. Expect questions about how you've handled technical disagreements, navigated unclear requirements, or driven something forward under pressure.

90 min · Video call or On-site interview

6 Final interview

A conversation about the bigger picture — where the company and the platform are going, your long-term goals, and how the two fit together.

60 min · Video call or On-site interview

Job details
Workplace
Office
Location
Limassol Cyprus
Experience
SE
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Scorewarrior
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Our company was founded in 2015 in Cyprus with the initial goal of publishing and operating third-party games. In 2016 we decided that we wanted to work with our own games instead of ready-made products. We were excited by the idea of being a full-cycle game development studio: to launch a game, gain initial traction, and then scale up the game globally and become a leader in the genre. 2017 saw the arrival of our first game, Total Battle. We discovered the game in its very early stages, and we believed in its great potential, so we made it our goal to focus on this single title and become the leader in the 4X strategy genre. In 2021, we began to transform the company into a full-cycle game development studio, adding game developers, designers, and artists to our already existing publishing team, which consisted of our finance, legal, marketing, community, and support staff. We finished this process in 2022, and we now operate from our two offices in Limassol.

Key team members

Adam Sibson

Adam Sibson

Olga Veretennikova

Olga Veretennikova

Muhammad Yassin

Muhammad Yassin

Roman Stepurov

Roman Stepurov

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