# Devops & Release Engineer at Gameloft

> Open job at Gameloft in Paris, France. Workplace: Hybrid.

Source: France Dev Jobs, https://francedevjobs.com/jobs/gameloft-devops-release-engineer-a5mgdpa
Posted 9 July 2026. Last checked on the employer's career site: 10 November 2026.

## Facts

- Company: [Gameloft](https://francedevjobs.com/companies/gameloft)
- Location: Paris, France
- Workplace: Hybrid
- Employment type: Full-time
- French: Not required
- Skills: Helm, Kubernetes, Microservices, Unreal Engine
- Not mentioned in the job post: salary, visa sponsorship, relocation, where you can apply from

## Job description

#### Company Description

#### Job Description

**Main Context**

Join at a pivotal moment as we kick off the pre-production of a new ambitious AA PC/Console project.

Your mission will be to design and build the foundations of our build, CI/CD, and release ecosystem from the ground up—ensuring that as the project scales, teams can turn code into stable, playable builds quickly, reliably, and at production scale.

**What it means on a daily basis**

You'll own the CI/CD backbone of our Unreal Engine production pipeline, bringing DevOps rigor to game build engineering — treating pipelines as code, infrastructure as a product, and reliability as a metric to track, not an accident.

- Design and industrialize Unreal Engine CI/CD pipelines (build, cook, package, deploy) across PC, Console, and Mobile, with reproducibility and idempotency as first-class requirements
- Architect and scale a robust Internal Developer Platform on Kubernetes, leveraging Helm and containerized microservices to deploy highly available web tools and studio services outside the core engine
- Implement automated quality gates to shift issue detection left in the pipeline, before builds break downstream
- Optimize Perforce as critical infrastructure (streams, workspaces, sync performance), and operate a hybrid infrastructure (on-prem + cloud) with an SRE mindset — uptime, latency, and cost/performance trade-offs guiding decisions on Horde and Zen Server
- Develop internal tooling and self-service capabilities that reduce developer friction, and drive release engineering (branching, promotion, versioning, rollback readiness)

**What success will look like**

Success shows up as invisible infrastructure — teams shipping faster without thinking about the platform underneath, because it just works.

- Builds are fast, reliable, and predictable across all platforms, with build time and failure rate tracked as core KPIs
- Developers self-serve playable builds and internal tools through a frictionless, well-documented golden path
- CI/CD pipelines and the Kubernetes-based Internal Developer Platform scale under production load without breaking, backed by proactive capacity and cost monitoring
- Studio web tools and services run highly available, with clear ownership and minimal manual intervention

Release processes are stable, auditable, and traceable, with full build provenance and rollback capability across

**Who you would be working with**

- Game developers (programmers, technical artists)
- QA teams
- Production teams
- Technical leadership (Tech Director, Leads)

#### Qualifications

**Who you are**

You think in systems, not scripts — someone who's as comfortable debugging a Perforce sync bottleneck as they are arguing for a better branching strategy in a release review.

- Solid experience building and operating CI/CD pipelines in a game production context (Unreal Engine strongly preferred), ideally across multiple platforms (PC, Console, Mobile)
- Comfortable with infrastructure-as-code, hybrid cloud/on-prem environments, and an SRE mindset — you reach for metrics and monitoring before you reach for guesses
- Hands-on with Perforce at scale, and familiar with tools like Horde, Zen Server, or equivalent build/orchestration systems
- A builder at heart: you'd rather script away a recurring friction point than let developers work around it manually
- Pragmatic and collaborative — you know release engineering is a team sport, and you communicate trade-offs clearly to both engineers and production

**Where this role can take you**

- Technical ownership of a critical production system at studio level
- Evolution toward Staff / Principal DevOps or Platform Lead roles
- Strategic impact on how games are built and shipped

## How to apply

Apply on the job page, https://francedevjobs.com/jobs/gameloft-devops-release-engineer-a5mgdpa: its Apply button opens the employer's own application page.

## More jobs from Gameloft

- [Senior Online/Network Programmer](https://francedevjobs.com/jobs/gameloft-senior-online-network-programmer-h2fnl56): Gameloft, Paris, France. Hybrid. Posted 21 October 2026.
- [Senior Engine Programmer](https://francedevjobs.com/jobs/gameloft-senior-engine-programmer-2a8evaf): Gameloft, Paris, France. Hybrid. Posted 15 October 2026.
