Senior C++ Reverse Engineer

Wand

$120K — $150K *
US-Anywhere
+ 2 other locationsRemote
Information Technology
5 - 7 years of experience
Job Overview by Ladders

Qualifications

  • 7+ years of professional C++ experience, particularly in deep systems without source code access.
  • Expertise in reading and analyzing binaries, with fluency in disassembly and compiler-generated code.
  • Extensive experience with Windows native systems, including DLL lifecycles and process management.
  • Proficiency in concurrent programming, ensuring thread-safe coding habits have become second nature.
  • Familiarity with major game engines, particularly Unreal and Unity, understanding their internals and version variations.
  • Outcome-focused and willing to take responsibility for collective success over individual contributions.
  • Strong communication skills, capable of articulating complex technical concepts clearly.

Responsibilities

  • Own and maintain the game engine SDKs for Unreal and Unity, adapting to version updates and new features.
  • Dive deep into disassembly to troubleshoot and innovate solutions within the SDK framework.
  • Lead the design of hooking and cross-DLL mechanics for smooth mod interactions within games.
  • Make key architectural decisions balancing safety, performance, and maintenance needs.
  • Create user-friendly SDK, scripting, and reflection interfaces to empower other engineers.
  • Actively engage with internal teams to improve SDK usability and expand its adoption.
  • Raise code quality through thorough reviews and mentor peers on complex system aspects.

Benefits

  • Competitive compensation and equity package.
  • Fully remote work arrangement.
  • Opportunity to impact a user base of over 40 million players through deep native development.
  • Work alongside a team passionate about gaming and committed to quality.
Full Job Description
Role Overview

We're hiring a Senior C++ Reverse Engineer to own the deepest layer of Wand's native stack: the game engine SDKs that lets us understand and safely operate inside a running game. It's the foundation every mod and in-game tool is built on.

The centerpiece of that work is our integration with game engines through an SDK and scripting layer. You'd be working on that centerpiece and owning the infrastructure along with the hooking, scripting, and cross-DLL machinery layered on top.

This is a senior individual contributor role, and it sits at the deep-systems, engine-internals end of our native team. You'll partner closely with our native tech lead and CTO, make architecture level decisions, and move across the breadth of the native stack as the work demands. Most of all, you'll measure your success by what other teams were able to ship on top of the foundation you keep solid - the millions of players modding their games today never see this layer, and that's exactly the point.

What You'll Do

Own the engine-integration framework

  • Own our game engine SDKs - Unreal and Unity specifically. You'll be working on the interface between our mod engineers and the underlying game engine. This entails owning keeping that system working as engines change version to version, extending it to new capabilities, and being the person who diagnoses it when a game update or a new engine release breaks something underneath.
  • Go deep when the framework meets the metal. When the SDK needs to find something new in an engine, or a title behaves in a way nothing else explains, you're comfortable dropping down to the disassembly, working out what the engine is really doing, and turning that into something the framework can rely on. You maintain the machinery that lets mod engineers ship - you're not shipping the individual mods yourself.
  • Own the hooking and cross-DLL machinery. Vtable, pointer-slot, and inline hooks across the object lifecycle, and the system that lets multiple mods operate inside one game process without stepping on each other.
  • Make the architectural decisions that compound. Balance accuracy against latency, safety against performance, surface area against maintainability - and communicate the reasoning so the rest of the team can hold the line later.

Enable the rest of engineering
  • Design SDK, scripting, and reflection surfaces other people actually want to build against. Clean lifecycles, sane versioning, defensive boundaries that fail predictably. What you ship here is consumed by the engineers building mods and tools on top of it - a set that only widens as that work gets easier to build with LLMs.
  • Treat the teams building on the engine layer as your customers. We have internal mod engineers that are using the SDK and you'll be interacting with them directly to address issues and improve the product. This is an internal team today but this will likely expand to a broader audience as we grow as a platform and you'll be helping us manage that growth.
  • Write the docs, examples, and small tools that make the tool chain and SDK self-service. This is even more important given that LLMs might increasingly be the author of these mods and tools.
Raise the bar across the team
  • Provide substantive, thoughtful code reviews. Catch the race condition, the lifetime bug, and the brittle assumption that'll silently break the next time a game or engine updates - before it reaches a player.
  • Mentor the engineers around you through the parts of Windows and engine internals that aren't on Stack Overflow or answered by Claude. Teach the why, not just the fix.
  • Contribute to roadmap decisions with an eye on outcomes. What's worth refactoring, deprecating, or shipping fast and rewriting later? What end user outcomes does our reverse engineering work enable? Bring thoughtfulness and genuine passion for the work.
Who You Are

Core Requirements
  • 7+ years of professional C++, with a meaningful chunk spent working deep inside software you didn't have the source to - game engines, anti-cheat, drivers, or other systems where understanding someone else's binary was the job. You can talk about what you figured out, how, and what you built on top of it.
  • Reading a binary is a core skill, not an occasional adventure. You're genuinely fluent in disassembly, recognizing compiler-generated code, and finding structure in optimized builds without source or symbols.
  • Deep Windows native experience: Win32/64, DLL lifecycles, function hooking (vtable, pointer-slot, inline/detour), IPC, and process/thread management. You're at home in WinDbg, x64dbg or the Visual Studio debugger, and a disassembler (IDA / Ghidra / Binary Ninja) when something genuinely interesting goes wrong.
  • Confident with concurrent programming. Thread-safe code is the default.
  • Game engine internals experience - Unreal, Unity, or both preferred. You've worked inside or against a large engine's runtime (reflection and object systems, memory layouts, a scripting VM or bytecode, or the equivalent) and you understand how much of it shifts from version to version.
  • Outcome-oriented and low-ego. You measure success by what the team shipped on top of your work, not by what you personally wrote. You can say "I was wrong" and move on.
  • Strong written and verbal communication. You can explain a subtle hooking bug or a low-level finding to someone who's never written native code, and you write design docs people actually finish.

Bonus Points
  • A non-traditional path into this work - security research, vulnerability analysis, CTFs, or time spent taking things apart for the fun of it.
  • You've built tooling that reconstructs a program's types or structure from the outside - an SDK generator, a runtime reflection system, or similar.
  • You've embedded a scripting engine (Lua/LuaJIT, AngelScript, a custom VM) and exposed a constrained, safe surface of native systems to other authors.
  • Code generation or compiler tooling - emitting compilable code from metadata, or writing a compiler / protoc plugin.
  • Comfortable working full stack - TypeScript in an Electron desktop app all the way down into C++ and back is an expectation on a number of projects.
  • IPC and wire-protocol design: FlatBuffers, Protocol Buffers, gRPC, named-pipe framing, streaming.
  • Rust, and FFI / interop between it and C++.
  • CMake and vcpkg fluency on a non-trivial multi-project build; GitHub Actions CI.
  • Unicode / encoding-correct native code - you don't assume ASCII (non-ASCII Windows user profiles are a first-class case, not an afterthought).
What We Offer
  • Competitive compensation and equity package.
  • Fully remote work arrangement.
  • The chance to do unusually deep native work for an audience of 40M+ players who will actually feel the difference.
  • A team of people who genuinely love games, move incredibly fast, and care deeply about what they build.
How to Apply
  • Please submit your resume.
  • Join us in creating the ultimate PC gaming companion!

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