Guerrilla is looking for a Principal Editor Framework Programmer to help architect and implement the next iteration of Decima Engine's Editor! This role requires strong programming skills, solid architectural design experience for building frameworks and a passion for good user experiences.
Who We Are:
Decima Engine:
At Guerrilla, we’re passionate about creating cutting-edge technology tailored to the needs of our games and our partners. That’s why we built Decima: an award-winning, industry-leading engine designed from the ground up. Decima pushes modern hardware to its limits, delivering best-in-class graphics and performance. It also empowers teams with artist- and designer-friendly workflows, robust production planning tools, and advanced debuggers for programmers.
The Decima Editor is used in-house and externally by hundreds of artists and designers to develop extraordinary open world games. It's a comprehensive native desktop application encompassing a 3D and 2D world editor, asset browser, node-based editors, a sequencer timeline, review tools, localization, and sound design pipelines.
Tools Team:
The Tools Team is one of Guerrilla's Decima Engine teams and is the owner of the Decima Editor and its underlying technology stack. We design, develop, and maintain the foundation of the Decima Editor experience, including a comprehensive set of reusable Editor Components and Editor Services commonly referred to as the Tools Framework.
We support other teams of programmers, artists, and designers by creating an innovative, powerful toolset.
Tools Framework:
The Tools Framework is built around a set of reusable visual components and background services. It provides a lightning fast Asset Browser, an Asset Indexer with an in-memory map of object relations, a Data Model for loaded and modified content, a transaction-based Undo/Redo service, a flexible Attribute Editor, and many other controls, components and services.
The Decima Control Framework allows building UI components to visualize and manipulate data, combined with layout and docking systems to dynamically structure the Editor. The Editor UI uses Signed Distance Fields and a Tile Based Renderer.
The Decima Editor Viewport is a common control used to preview and edit content using an embedded out-of-process version of the game. The viewport supports live content updates and quick content replacement via Game Sync.
Tools Team Projects:
Recent and upcoming projects include:
- Creating freeform content deformation tools used in 3D Viewports to allow artists to tailor assets.
- Removing QT dependencies from the control framework to more tightly integrate tools with game libraries.
- Re-envisioning the scriptwriting workflow into a single integrated tool that integrates with script, cinematic and localization workflows.
- Architecting the next iteration of Viewport integration to reduce dependencies on content loading and improve content changes at world scale.
- Extending terrain modification features, including paint tools, non-destructive procedural content generation and improved Gizmos in the World Editor.
- Implementing a WYSIWYG editor and responsive in-engine documentation reader to make documentation easier to read and write.
Relevant videos:
- Creating a Tools Pipeline for Horizon Zero Dawn - GDC 2017 Video
- Scaling Tools for Millions of Assets for 'Horizon Forbidden West' - GDC 2023 Video
- Nodes and Native Code: DECIMA's Visual Programming for Every Discipline - GDC 2025 Video
- UIPainter: Tile-Based UI Rendering in One Draw Call - GDC 2024 Video (members only) and Slides
What you will do:
In this role, you will:
- Work in a team of software engineers and interact closely with artists and designers.
- Establish requirements, architect, design and implement changes to the Tools Framework to enable growth of the editor’s feature set and performance.
- Bring advancements from the wider Game-Dev Tools and DCC industry to the Decima Editor.
- Collaborate with your lead to define longer term initiatives and roadmaps.
- Write high quality, maintainable code and elevate others to do the same.
- Contribute to the vision for content-authoring tools within a large, dynamic games studio.
Who you are:
To qualify for this position, we expect you to have/be:
- An industry expert able to help shape product vision and drive technical solutions.
- At least 6 years of DCC, GUI or Editor Framework or Viewport Tooling experience.
- Very experienced C++ programmer with excellent software design and architecture skills.
- Skilled in algorithms, software design & architecture, and debugging.
- Comfortable working within a very large existing codebase and toolset.
- An excellent written & verbal communicator.
Plusses:
- Experience working on AAA game tools/pipelines.
- Skilled in tools design, workflows and usability.
- Experience working with Product Management and UX Designers.
- An understanding of game development pipelines and production cycles.
Interested?:
If you think you’re up for the challenge, you can apply by hitting the “apply now” button. Be sure to submit:
- CV
- Cover Letter
If you have existing materials:
- C++ code sample that showcases your programming skills (please include an overview).
- Demo material presenting your tools (video or screenshots and a short overview).
Please note: This position is based in our studio in the heart of Amsterdam. Guerrilla offers relocation and immigration support.
At Guerrilla, we believe that our team’s varied backgrounds, experiences, and perspectives help us create games that resonate with a diverse audience.
As an equal opportunities employer, we strive to create an inclusive environment, empower employees and embrace diversity.
We encourage everyone to respond as we consider all candidates on the basis of their merit, unique strengths, and perspectives they will bring to the role.

