
Senior Rendering Engineer
Posted 12 hours ago

Posted 12 hours ago
This is a fully remote position, open to applicants in Arizona, +14 more states.
β’ Design, enhance, and optimize rendering features and shaders in Unreal Engine 5, covering materials, post-processing, lighting, and custom rendering passes.
β’ Drive lighting strategy decisions in collaboration with environment art and lead engineering, focusing on World Partition, GPU Lightmass, and the trade-offs between Lumen and baked lighting.
β’ Analyze and improve GPU/CPU rendering performance to meet established platform targets and fidelity standards.
β’ Identify and fix rendering bugs, visual artifacts, and platform-specific rendering challenges across targeted hardware.
β’ Develop and sustain internal tools to assist artists and engineers working with rendering systems, such as profiling visualizers and lighting validation utilities.
β’ Work closely with technical artists on shader authoring standards, material complexity limits, and visual fidelity guidelines.
β’ Aid in the development and enforcement of the studio's performance and fidelity standards documentation.
β’ Operate within the Perforce/UGS/Horde pipeline, adhering to team branching and Definition of Done standards.
β’ Keep abreast of updates in the Unreal Engine rendering roadmap, including Lumen, Nanite, and Substrate, and assess their suitability for production requirements.
β’ Over 7 years of professional experience as a rendering or graphics engineer.
β’ At least one shipped title developed using Unreal Engine.
β’ Proficient in C++ programming.
β’ Strong grasp of Unreal's rendering pipeline (RDG, shader compilation, material system, deferred rendering).
β’ Experience with HLSL and shader authoring.
β’ Proficient in debugging rendering issues using tools such as RenderDoc or Unreal Insights.
β’ Hands-on experience with UE5 lighting systems β including World Partition, GPU Lightmass, and Lumen β and understanding their trade-offs.
β’ Strong instincts for performance profiling and experience meeting platform-specific frame budgets.
β’ Comfortable working within a structured, multi-team pipeline (Perforce or similar) with established branching and review processes.
β’ Ability to clearly articulate rendering constraints and trade-offs to artists and designers.
β’ Experience with Nanite, Substrate, or other new UE5 rendering features in a production environment.
β’ Background in horror or atmospheric genres, especially with stylized or high-contrast lighting settings.
β’ Experience in developing custom rendering tools or editor extensions.
β’ Knowledge of console platform rendering and certification processes.
β’ Technical art background or a strong history of collaboration with technical artists.
β’ Profit sharing.
β’ Medical insurance.
β’ Dental insurance.
β’ Vision insurance.
β’ 401(k) matching.
β’ FSA/HSA.
β’ Paid time off.
β’ Sick time.
β’ Holidays.
β’ Parental leave.
β’ Direct impact on the visual identity of a flagship, high-visibility franchise.
β’ Close collaboration with engineering leadership and art direction on rendering strategy.
β’ A cooperative, low-ego engineering culture supported by strong senior and lead personnel.
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