Lead AI Engineer, Game Generation
TechTree acts as the recruitment agency for this opportunity.
Location: London, United Kingdom
Working arrangement: On-site in London from October 2026; remote start permitted until then
Employment: Full-time
Level: Mid-Senior Level
Advertised compensation: $120kβ$150k, plus equity. The client also states that compensation is open for the right candidate.
About Nanogram
Nanogram is a TikTok-style mobile feed where every item is a short, AI-generated browser game - anyone can make one from a prompt.
The role
The game-generation pipeline is the product, which makes this the most important hire the client is making right now. Every game in the feed comes out of it: a creator's prompt intent extraction template matching model routing asset retrieval generation validation and repair runtime play telemetry back into the loop. It's built around a fixed library of ~20 proven core mechanics with hard-constraint specs (every line pass/fail checkable), and a quality score fed by real play data - completion, replay, share/remix.
You'll own that system end to end and be judged on two numbers moving at once: playability pass rate up, cost per generation down, at volume.
This is not a prompt-engineering role, and not a research role where someone else ships your work. It's also not "LLM app" building - the output here has to compile, run and be fun, millions of times, at a cost that works. You'll work with core engineering in Sofia and with game design; there's a team on the pipeline today and you become its technical owner, and lead it if you can. Comp is open - the client will pay top of market for the right person.
What you'll do
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Own the full generation pipeline: intent extraction, template matching, model routing, asset retrieval, generation, validation and repair, runtime, and play telemetry feeding back into the loop.
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Move playability pass rate up and cost per generation down, at volume.
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Run benchmark suites, LLM-as-judge and playability pass/fail checks, and show output quality improving over time.
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Own the economics: tiered model routing, RAG/templates, caching, small-model distillation.
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Stay hands-on in the runtime: browser/JS games, procedural content, asset/image generation.
What you bring
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Have shipped text-to-game or AI game-creation tech (Rosebud, Bitmagic, Astrocade, Websim, Roblox Cube/Assistant, Hidden Door calibre) - or the next-closest thing: a prompt-to-running-app agent at scale (Replit Agent, Lovable, Bolt, v0 calibre).
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Own the full loop: generation validation repair eval, with benchmark suites, LLM-as-judge and playability pass/fail checks.
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Know the economics cold: tiered model routing, RAG/templates, caching, small-model distillation - have cut cost per generation 10x somewhere.
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Strong enough engineer to live in the runtime too: Three.js, Phaser, Babylon, voxel engines, procedural content, asset/image generation.
Nice to have
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Research credentials in generative game tech (DeepMind Genie/SIMA, Microsoft Muse, LLM-driven PCG papers).
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Has led a team of 2-3.
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Fine-tuned or distilled open models in production.
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Image or 3D asset generation experience.
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Game-engine background (Unity/Godot).
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Startup or founding-team experience.
Hiring process
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CV
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Technical Interview (1 hour)
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System design interview (90 min)
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Paid take-home (1-2 hours to complete)
Logistics
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Location: London, in person. Long-term this isn't flexible - the client requires the team to work together in person.
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Remote until October 2026: you can start immediately from wherever you are and join the office in October. Relocation to London by October is a condition of the offer.
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Full-time.
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Compensation: base + equity, open - the client will pay top of market for the right person.
Benefits
- 6% pension
- Private health and dental cover
- Gym allowance
- Commuting season-ticket loan
- Visa sponsorship
Contact Details:
EuroBusiness Products Resourcing Recruitment Team