Wand, a company with 40M+ gamers, is hiring a Senior Windows C++ Engineer to build the core native infrastructure for their PC gaming augmentation platform. This involves deep Windows native development, C++, plugin systems, and concurrent programming to enable real-time game-state reading and in-game overlays. The role requires extensive experience in low-level systems programming.
A starter prompt for Claude Code, what you'll need, and how to reach them.
You are a seasoned Senior Windows C++ Engineer specializing in native systems programming. I need to prepare for a technical interview focused on building the 'augmentation and intelligence layer for PC gaming' at Wand. This involves real-time game-state reading, in-game overlays, and robust plugin/scripting systems. Focus on Windows native (Win32/64, DLL lifecycles, hooking, IPC, process/thread management), concurrent programming, and extensibility design. Provide detailed explanations and C++ code examples for the following: 1. A strategy and minimal C++ code snippet for injecting a DLL into a target game process and establishing IPC. 2. How to implement a basic hook (e.g., using Detours or a similar technique) to intercept rendering calls or input events. 3. Designing a simple, safe in-process plugin interface in C++ (abstract base class, factory function). 4. Identifying and mitigating common race conditions and ordering bugs in a concurrent gaming environment (e.g., when reading game state while rendering). 5. How to integrate a Lua scripting engine to allow dynamic, safe execution of in-game logic. For each, describe the core concepts, provide C++ pseudocode or actual snippets, and explain potential pitfalls and solutions. Assume the target game is a standard DirectX/OpenGL PC title.
Wand | Senior Windows C++ Engineer | REMOTE (US Eastern timezone overlap required) | Full-time Wand (40M+ gamers) builds the augmentation and intelligence layer for PC gaming — real-time game-state reading powering a unified ecosystem across desktop, web, and native in-game overlays. Contextual help, interactive maps, and video clipping delivered exactly when a player needs it, without alt-tabbing out of the game. We're hiring a senior IC to own meaningful parts of the native infrastructure underneath all of that. This is platform-team work at the seam between Windows, third-party game engines, and our product. You'll make architecture calls the rest of engineering lives with for years, and you'll measure success by what other teams shipped on top of your foundation — not by what you personally wrote. Recently shipped: a plugin system for safe in-process extensions; current work includes a Lua scripting layer on top of it. What we're looking for: - 7+ years C++, meaningful time on tools/engines/platform systems where your users were other engineers - Deep Windows native: Win32/64, DLL lifecycles, hooking, IPC, process/thread management, WinDbg/Process Monitor - Strong concurrent pr
Years of hands-on experience in C++ and systems programming are required, not something to learn in weeks.
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Requires deep understanding of Win32/64, DLLs, hooking, IPC – a multi-year learning curve.
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Get set up: Create the account/instance, generate the API key or credentials, and add them to your project's environment variables.
Requires advanced knowledge of threads, synchronization primitives, and debugging concurrency issues.
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Understanding how games render and process input is critical; often requires reverse engineering or specific engine SDK experience.
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Proficiency with low-level Windows debugging and analysis tools.
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Apply directly via the Ashby HQ link provided in the 'whoishiring' post: https://jobs.ashbyhq.com/wand?utm_source=kY1r05Q4Go
“I am a senior systems engineer with 10+ years of C++ and deep Windows native experience, specializing in low-level platform development and plugin architectures. My background includes building robust, performant infrastructure and ensuring compatibility across complex ecosystems, aligning perfectly with Wand's needs for their gaming augmentation layer. I'm keen to contribute to a platform impacting 40M+ gamers.”
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