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.

Department

Location

Job Type

Engineering

Remote – UK/EU

Permanent – Full Time

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