You’ll work deep in proprietary codebases on PC, current-gen consoles and Mac, writing low-level engine code against DirectX 12, Vulkan and Metal. No editor scripting, no glue work. This is frame-time engineering of the kind we delivered on Starfield and other technically demanding projects.
What you'll be doing:
- Turn the art team’s vision into shippable, scalable rendering technology
- Design, build and maintain high-performance rendering backends with clean abstractions across PC, console and Mac
- Profile and resolve deep GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth
- Modernize pipelines with GPU-driven culling, indirect command buffers and bindless architectures
- Design concurrent GPU memory management on modern API features and memory heaps
- Extend major engines (including Unreal source) and custom C++ architectures
- The opportunity to represent the studio externally through white papers or presenting at industry events
What we'll need from you:
- An established track record in rendering or engine engineering, shipping high-performance rendering systems for AAA, film/VFX, XR or simulation across a number of products
- Deep experience with modern C++ and solid shader authoring and debugging (HLSL, MSL or GLSL)
- Production experience shipping with at least two of Metal, DirectX 12, Vulkan or GNM/GNMX
- Deep working knowledge of the full pipeline: rasterization, compute and hardware-accelerated ray tracing
- Fluency in modern rendering techniques: PBR, GI, ambient occlusion, volumetrics, and post-processing (AA, HDR, tone mapping, motion blur), with awareness of current GPU-driven pipelines, meshlet rendering, and real-time path tracing workflows
- Comfortable dropping into unfamiliar codebases and making sound architectural calls independently
- Solid applied 3D maths, plus technical writing other engineers actually want to read
What would help:
- Practical experience with mesh shading pipelines (DX12, Vulkan, Metal) to optimize geometry processing and reduce CPU overhead
- Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures
- Shipped ray tracing or heavily compute-driven rendering
- Extensive Unreal Engine source modifications