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Role description

Lead Software Engineer

Panic Button logoPanic Button
TypeFull-time
WorkplaceOn-site
SenioritySenior
Salary$150,000–$220,000
LocationAustin, TX
Posted8/29/2026
Engineering

Panic Button is seeking a highly experienced and motivated Lead Software Engineer with a strong focus on game porting to join our growing team. The ideal candidate will have a proven track record of leading software engineering teams in the video game industry, with recent and extensive experience in cross-platform console development.

Responsibilities

  • Lead and mentor a team of software engineers
  • Oversee the entire porting lifecycle, from initial analysis and feasibility studies to optimization, certification, and release across multiple platforms
  • Collaborate closely with internal development teams, external partners, and platform holders
  • Responsible for performance and stability across all platforms
  • Identify and resolve platform-specific technical challenges, memory and performance bottlenecks, and compatibility issues
  • Contribute hands-on to coding, debugging, and problem-solving
  • Participate in strategic planning and technical roadmap development

Requirements

  • Lead and mentor a team of software engineers
  • Oversee the entire porting lifecycle, from initial analysis and feasibility studies to optimization, certification, and release across multiple platforms
  • Collaborate closely with internal development teams, external partners, and platform holders
  • Responsible for performance and stability across all platforms
  • Identify and resolve platform-specific technical challenges, memory and performance bottlenecks, and compatibility issues
  • Contribute hands-on to coding, debugging, and problem-solving.
  • Participate in strategic planning and technical roadmap development

Bonus

  • Experience with Unreal Engine 4/5 or Unity

Salary Range

  • $150,000 - $220,000

Relevant archetypes

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Company info

Panic Button logo

Panic Button

In late 2007, a small group of industry veterans got together and founded a new game company in Austin, Texas. The following January, they rented a small room in temporary office space and got to work. Spirits were high and the future was bright! Naturally, things didn’t go quite as expected. Such are the humble beginnings of Panic Button. For several years, Panic Button worked in quiet obscurity. We shipped a few low-budget titles. We made stealthy contributions to various games, big and small, under development by other studios in town. We helped Dragon Age: Origins fit in memory on consoles. We improved server stability for Star Wars: The Old Republic. We put character into the ReCore sand. We even helped Ms. Splosion Man have a blast online. Persistence, patience, planning, work, experience, talent, and a little luck allowed Panic Button to not only survive those early years but to quietly grow. We continued to work largely behind the scenes, until… In 2015, Panic Button

Founded2007
HQAustin, US
Size65 employees
Unlock human wisdom
ThesisTermsPrivacy
Industry
Computer Games
Tech stackconfluence, unreal-engine, unity-3d, microsoft-intune, window-server, windows-11, microsoft-windows-server, trello, greenhouse, fmod

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