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Développeur.se de logiciels - Flux de travaux agentifs / Software Developer - Agentic Workflows
Job description
Locations : Redwood City, California, United States of America Location: Redwood City State: California Country: United States of America
Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.
« Pour visualiser la description de poste en français, veuillez sélectionner le français dans le menu déroulant au haut de la page. » At EA, we believe games are powerful because they bring together multiple ways people engage: play, watch, create, and connect. And increasingly, the biggest entertainment platforms aren't just places to consume content — they're places where communities build.
Creator-made content is already a proven part of EA's history — from community creation tools in Battlefield to The Gallery in The Sims 4. We believe new creative technologies and tools will expand how players engage with and contribute to our experiences, supported by thoughtful product design, safety systems, and global reach. Our focus is on enabling more players to participate in creative expression by making creation easier, safer, and more rewarding. As a Software Developer, you will help build the agentic harness that turns intent into working games and the loop that lets an agent write, run, evaluate, and repair its own work. This is a hybrid role, onsite three days a week, in Redwood City, Montreal, or Vancouver.
Responsibilities
You will build and extend an agentic harness for game logic generation, covering tool orchestration, context management, and integration of these capabilities into the engine. You will partner with engine developers, integrating creator-focused systems into our core engine architecture to enable generative creation workflows.
You will implement guardrails including sandboxed execution, permissioned tool access, content-safety and IP checks, and human review points before generated content reaches players. You will build evaluation for agent output, including whether a generated game compiles, loads, holds frame rate, and matches intent, and turn those checks into automated regression suites that gate harness changes.
You will partner with researchers, developers, artists, and designers to translate prototypes into production-ready engine features, ensuring alignment with existing systems. You will design extensible interfaces that allow rapid iteration on new technologies while maintaining architectural integrity and developer usability.
You will define how you productize new technologies within the engine, influencing architecture and creator experience.
Qualifications
3+ years of software development experience with AAA game engines (e.g., Frostbite, Unity, Unreal, Godot, or proprietary) Expertise in C++ Experience with Python Experience with agentic harnesses and workflows (Claude Code, Codex, Opencode) Experience with context engineering, graph engineering, and long running workflow orchestration Experience with one or more game engine development domains (e.
g., gameplay, simulation, systems, content pipelines, and performance-critical systems)
In the US, we offer a package of benefits including paid time off (3 weeks per year to start), 80 hours per year of sick time, 16 paid company holidays per year, 10 weeks paid time off to bond with baby, medical/dental/vision insurance, life insurance, disability insurance, and 401(k) to regular full-time employees. Certain roles may also be eligible for bonus and other incentive programs.
Description copied from Electronic Arts's careers page. Read the full posting before you apply.
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