PC Games
Experience with games built for PC: Windows builds, storefronts such as Steam, keyboard and mouse input, and hardware that varies from one player to the next.
PC Games describes the platform a title ships on, not a tool or a craft. On a job advert it usually stands for a set of practical problems: a Windows build that has to run on hardware the team cannot test exhaustively, graphics settings and scaling, storefront and launcher integration on Steam or the Epic Games Store, patching, and input that assumes keyboard and mouse while still supporting a controller.
What the work looks like depends on the discipline. Programmers deal with driver differences, crash reporting and build size. Artists and technical artists work against quality presets instead of one fixed target. Producers and QA handle storefront requirements, release branches and playtests on a spread of machines.
In postings here the platform is rarely the whole requirement. It appears next to the engine and the genre, and it matters most where a studio is moving a title between platforms: a mobile game going to Steam, or a PC game heading for console certification.
