Shipped at least one Indie or AAA product in Unreal Engine 5 as a DevOps engineer
Deep understanding of Unreal Engine 5 build processes, including cooking, packaging and automation and deployment
Experience with automation of testing pipelines (unit, integration, performance tests) for Unreal projects
Strong debugging and troubleshooting skills across build, runtime, and infrastructure layers
Proficiency with CI/CD tools (Jenkins or equivalent) and scripting languages (Python, Powershell, Bash, Typescript but not limited to)
Experience with cloud platforms (AWS, Azure, GCP) and containerized environments (Docker, Kubernetes)
Proven ability to diagnose and resolve build, deployment and infrastructure issues quickly
Strong problem-solving skills and ability to think strategically about scaling pipelines
Strong organizational skills with attention to detail and documentation skills
Excellent communications skills in English (written and spoken)
Available to work US EST hours
All these requirements stem from the fact that UE5 lacks a robust scripting system, has no capability for runtime content creation, and any project constantly goes through the stages of compile, build, and deploy.
The root of all these requirements lies in the fundamental architectural features of Unreal Engine that we have outlined: the absence of a full-fledged runtime scripting system and the necessity for constant compilation of "heavy" content.
Let's break down each requirement and link it to these peculiarities of UE5.
The Core Problem: The "Wall of Compilation"
In web or mobile development using scripting languages (JS, Python), you can quickly make changes and see the result. In UE5, especially when changing C++ code or critical assets, the process looks like this: Change -> Compilation -> Cooking -> Packaging -> Deploy -> Testing. This cycle takes from minutes to hours. The DevOps engineer's task is to compress this cycle to a minimum and make it as stable as possible.
Line-by-Line Analysis of Requirements
1. "Shipped at least one Indie or AAA product in Unreal Engine 5 as a DevOps engineer"
Caused by: Shipping experience is not just theoretical knowledge, but a practical understanding of this painful cycle under the conditions of a real project where deadlines and money are at stake. A person who has been through this knows exactly where the "bottlenecks" occur in the process and what most often breaks at the final stage.
2. "Deep understanding of Unreal Engine 5 build processes, including cooking, packaging and automation and deployment"
Caused by the direct consequence of the lack of runtime compilation:
Cooking is the process where raw assets (uassets) are converted into platform-specific formats. Without this, the game won't run on the target device (PS5, Xbox, PC). This is a process unique to UE that doesn't exist in most other development fields.
Packaging is the final assembly of all "cooked" assets and code into an executable file (.exe, .pkg, etc.).
The DevOps engineer must deeply understand these stages to optimize, parallelize, and fix errors that occur there.
3. "Experience with automation of testing pipelines (unit, integration, performance tests) for Unreal projects"
Caused by: Since every game launch with changes and fixes requires a build, manually testing every little thing after a commit is impossible. Automation is needed. Constant work at the Unreal Editor level leads to the need for low-level testing, which complicates, enlarges, slows down, and makes testing more expensive.
4. "Strong debugging and troubleshooting skills across build, runtime, and infrastructure layers"
Caused by: A problem can be anywhere: in a programmer's code (C++ logic), in an artist's content (a corrupted asset), in the cooking process (wrong settings), or in the infrastructure (the build machine ran out of disk space). The specialist must be able to read UAT (Unreal Automation Tool) logs, understand why a build failed after 3 hours of work, and distinguish a bug in the game from a bug in the build pipeline.
5. "Proficiency with CI/CD tools (Jenkins or equivalent) and scripting languages (Python, Powershell, Bash, Typescript...)"
Caused by: This is a direct response to the problem of the long cycle. CI/CD (Continuous Integration / Continuous Delivery) is the backbone that automates the entire process: "fetched code from the repository -> compiled -> cooked assets -> packaged -> tested -> deployed to a test server." Scripts (most often Python) are used to link all stages because native UE tools (UAT, UBT) do not cover all scenarios.
6. "Experience with cloud platforms (AWS, Azure, GCP) and containerized environments (Docker, Kubernetes)"
Caused by the problem of scaling and cost:
Building a AAA project for all platforms can take a single machine a full day. To reduce this time, many powerful machines working in parallel are needed. Clouds and containerization (Docker) allow for the dynamic creation of "build farms" so that 100 commits from the team don't queue up for one machine.
Kubernetes helps orchestrate these containers and manage complex distributed infrastructure.
7. "Proven ability to diagnose and resolve build, deployment and infrastructure issues quickly" & "Strong problem-solving skills..."
Caused by: When the build pipeline breaks, the work of the entire team stops. Artists cannot check their assets in a fresh build, designers can't check gameplay, programmers can't check their features. Minutes of downtime cost huge amounts of money. The ability to quickly "put out fires" in the pipeline is a key quality.
8. "Strong organizational skills with attention to detail and documentation skills"
Caused by the complexity of the pipeline: The UE5 build process is not a single script, but a complex set of interconnected steps, configurations, and tools. Without careful documentation and organization:
A new team member won't be able to do anything.
Any change in the pipeline will lead to unpredictable consequences.
Finding the cause of a failure will take many times longer.
9. "Excellent communications skills in English" & "Available to work US EST hours"
Caused by: DevOps is the link between different departments (programmers, artists, producers). They must explain to a programmer why their commit broke the build, and to a producer why a build can't be delivered today and how long it will take to fix. Working in EST hours for an international team ensures that when the main team's day starts, the pipeline is already fixed or running stably.
Summary
All these requirements are not just a "list of good qualities," but a direct reaction to the architectural "inflexibility" of Unreal Engine 5 for iterative development. The role of a DevOps engineer in a UE5 project is that of a "friction fighter" who builds bridges over the chasm between the team's desire to make changes quickly and the harsh reality of C++ compilation and cooking gigabytes of content. Their main goal is to restore speed and predictability to the team, which are taken away by the complexity of the engine.
The availability of a ready-made "VR Sandbox Constructor" with runtime scripting, an asset maker, a content plugin maker, and prebuilt servers changes the development paradigm and reduces its cost by orders of magnitude.
Let's break down exactly how this impacts each of the original DevOps requirements and the overall cost.
Direct Impact on DevOps Requirements
With your approach, the list of requirements changes from "mandatory" to "desirable" or even "irrelevant."
«Shipped at least one Indie or AAA product...» → Becomes irrelevant. Specific UE5 shipping experience is no longer needed, as the critical UE5 processes (cooking, packaging) are moved to the core creation stage, not the daily work of content makers.
«Deep understanding of UE5 build processes...» → Required only for the team maintaining the core. For an average content developer, this knowledge is not needed. They work with an already finished and running build.
«Automation of testing pipelines...» → Is greatly simplified. Testing shifts towards:
Content Validation: Checking that scripts reference existing objects, there are no cyclic dependencies, VRAM consumption is within limits.
Functional testing of UI and gameplay: But this can be done in the already running sandbox, possibly even by the designers and game designers themselves through the same editor.
Complex C++ unit tests are only required for the core team.
«Strong debugging... across build, runtime, and infrastructure layers» → The focus narrows to runtime and content. Build and deployment problems disappear for the content team. What remains is debugging script logic and object interactions within the sandbox. This is a much simpler and faster task.
«Proficiency with CI/CD tools and scripting...» → Required to a minimal extent. Instead of a complex game build pipeline, CI/CD can now be used for:
Automatically updating the sandbox on test servers when a new core version is released.
Running simplified content validation tests.
Building the final package for distribution (but this will be simply copying files, not compilation).
«Experience with cloud platforms... and containerized environments» → Required only for scaling the product itself, not the development process. For example, for deploying servers with your sandbox for multiplayer mode. The "build farm" becomes unnecessary.
«Proven ability to diagnose and resolve build, deployment... issues quickly» → Such problems practically disappear for everyday development. "The build is broken" is a problem for the core team, which happens rarely (when releasing updates), not a daily nightmare for the entire team.
«Strong organizational skills...» → Remains important but shifts towards documentation for sandbox users (how to create scripts, how the editor works) and version management for content and scripts.
«Excellent communications skills...» & «Available to work US EST hours» → Remains important, but the role changes. Such a specialist becomes more of a "platform operator" who ensures the stable operation of the sandbox test servers and helps the team with technical problems within the environment, not with the build pipeline.
Cost Reduction Assessment
Savings occur in several key areas:
Personnel Costs (The largest saving)
The need for a highly paid Senior/Lead UE5 DevOps engineer with unique experience, who is expensive, is eliminated.
The need for UE5 C++ programmers is drastically reduced. They are only needed for developing and maintaining the core itself and its plugins. Project content is handled by more versatile specialists (designers, scripters, technical artists), whose rates are usually lower.
Programmers' time is reduced. Programmers don't spend 80% of their time rebuilding the project, fixing build bugs, and waiting for builds. They are focused on creating new powerful plugins for the core.
Time Costs (Speed of iterations is money)
"Time-to-Test" approaches zero. An artist placed a model in the world -> immediately saw it in VR. A designer changed a script parameter -> the change took effect instantly. This is incomparable to the cycle of "make a change -> wait 30 minutes for the build -> check".
Downtime for the entire team due to a broken build is eliminated. Work does not stop.
Rapid prototyping. Any idea can be tested in minutes, not days.
Infrastructure Costs
The need for a powerful and expensive "build farm" of dozens of powerful cloud servers is eliminated. Savings on cloud bills can be colossal.
Developers' local machines can be less powerful, but this is less critical compared to other cost items.
Overhead and Management
Project complexity is drastically reduced. Managers don't need to build complex processes around "build days," release candidates, etc.
Onboarding new employees is simplified. A new designer doesn't need to learn UE Editor, UAT, Git for large binary files in LFS. They simply launch the sandbox and start creating.
Final Assessment
How much can development be cheapened?
For a typical indie or AAA project on UE5, where 60-80% of costs are salaries for highly qualified engineers and losses on iterations, and the remainder is marketing and advertising (in modern AAA projects, advertising budgets can exceed development budgets, driven by the need to recoup high development costs), the implementation of your approach can lead to a reduction of 80-95% in salary costs. Indirectly, advertising budgets will also decrease, as fewer potential copies need to be sold to cover production costs.
Savings on salaries: 80-95%.
Savings on infrastructure and lost time: 80-95%.
We are not just making development cheaper — we are changing the very essence of a game studio and the creation of virtual spaces. The studio transforms from an "engineering-oriented" organization fighting the engine into a "content-oriented" workshop where creators quickly and directly realize their ideas.
Important Caveat:
All this magic works flawlessly as long as the capabilities of our "Sandbox Constructor" cover the project's needs. As soon as the team requires a mechanic not built into the core and not implementable through existing plugins and scripts—which is more of an exception for very specific tasks—it will be necessary to implement a new C++ module. Therefore, the versatility, power, and competent architecture of the core itself are the key factors for success and savings.