We are looking for a Build Engineer to make sure we can deliver a world-class game on a world-class build and release pipeline. We’re open to candidates at a range of experience levels, and if you’re earlier in your career but excited about build pipelines and game development, we’d still love to hear from you.
You’ll join our Engineering team, a mixed group working across everything technical at the studio. Your job is to help our teams iterate on features and content faster, which has a direct impact on the game we ship. You’ll be working with engineers who are passionate about the craft and aren’t afraid to try new tools or approaches when the old ones aren’t cutting it. The goal is straightforward. Make it quicker and easier to improve the game, so we ship a better game in the end.
Working closely with project lead engineers to design and maintain appropriate pipelines for build (CI/CD), release and automated testing.
Ensuring that the build, packaging and publishing process is as frictionless and stable as possible for all our teams.
Developing your engineering skills.
Selecting the appropriate tools for the job, whether that’s creating custom tooling and solutions, extending existing Unreal Engine 5 functionality, or using an off-the-shelf utility.
Collaborating effectively within a AAA game development team – being service-minded, organized, and a great team player.
Curious about build pipelines, CI/CD, and developer tooling. Background can come from a previous role (DevOps, QA, platform, automation), studies, or personal projects.
Solid programming skills in C# or Python, gained through work, education, or substantial side projects.
Comfortable working in a source control system like Perforce or Git.
Hands-on experience with CI/CD tooling such as Jenkins, GitHub Actions, or similar. Comfort with the concepts matters more than years on the clock.
Passionate about improving build pipelines and reducing developer friction.
An effective communicator who loves to work both independently and in collaboration with others.
Bonus points (genuinely nice to have, none of these are required)
Games industry experience.
Experience using Unreal Engine.
Interest in or experience with solutions for monitoring, like Datadog.
Experience with configuration management systems such as Ansible.
Sharkmob was founded in 2017 and is headquartered in Malmö, Sweden. The studio develops AAA-quality games for PC and console, using the Unreal Engine to power its ambitions of taking multiplayer games to new heights.
We are currently working on Exoborne– a Sharkmob original game created in Malmö. Exoborneis a tactical, open-world extraction shooter set in a United States torn apart by apocalyptic forces of nature. Our first game Bloodhunt- a battle royale set in the Vampire: The Masquerade universe, was released in 2022.
At Sharkmob, we are committed to building an inclusive team that represents diverse backgrounds, perspectives, and skillsets – because we believe that helps us create great games. We welcome all candidates who are aligned with our core values of shared ownership, creating great games, and, last but not least – having fun! We hope you want to join us on our adventure and become a part of our crew. You can find more great perksof being a crew member. If you want to know more about Sharkmob and our projects, visit our homepage

Sharkmob was founded in 2017 and is headquartered in Malmö, Sweden. We are currently working on Exoborne – a Sharkmob original game. We have previously released Bloodhunt – a battle royale shooter set in the Vampire: The Masquerade universe. We develop games for PC and console, using Unreal 5 to power our vision and ambition.
Exoborne is a tactical open-world extraction shooter set in a world ravaged by extreme forces of nature. As a warrior equipped with powerful Exo-rig technology, you’ll face hostile factions, enemy players, and Mother Nature herself in a game of intense, high-stakes action.
We are fortunate to work with things we are passionate about and we have the privilege of creating entertainment for others to enjoy. We believe that if we have fun making games, people will have fun playing them. Fun is also about boldly taking on great challenges together, achieving heights we couldn't reach alone. All things said, we want a fun, professional experience and so we all must lead by example.
We want everyone to feel like they have a stake in the games we make. Our games are not the brainchild of a few people - we own them together. Everyone’s contributions, opinions, and feedback matter. For this to work everyone needs to respect the big picture and high-level goals of the project. Shared ownership is at the heart of the Sharkmob adventure.
We are here to create great multiplayer shooter games. We want to work on games that people talk about and remember, that capture our imagination and bring people together. To achieve this, we work as a team and in doing so we embrace the concept of "disagree and commit". This means that we accept that we might not always get our way but we wholeheartedly support decisions made as a team.