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
- Build and improve high-performance rendering features across PC, console and Mac
- Profile and resolve GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth
- Work with modern pipeline techniques: GPU-driven culling, indirect command buffers and bindless architectures
- Contribute to GPU memory management built on modern API features and memory heaps
- Extend major engines (including Unreal source) and custom C++ architectures
What we'll need from you:
- Demonstrable experience in rendering or engine engineering, shipping rendering systems for AAA, film/VFX, XR or simulation
- Solid experience with modern C++ and confident shader authoring and debugging (HLSL, MSL or GLSL)
- Production experience with one of Metal, DirectX 12, Vulkan or GNM/GNMX and the appetite to pick up others
- Working knowledge of the pipeline: rasterization, compute and an understanding of hardware-accelerated ray tracing
- Familiarity with modern techniques: PBR, GI, ambient occlusion, volumetrics and post-processing (AA, HDR, tone mapping, motion blur)
- Comfortable dropping into unfamiliar codebases and making sound technical decisions
- 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)
- Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures
- Exposure to ray tracing or compute-driven rendering
- Unreal Engine source modifications