Principal Rendering Engineer - MPG - Fully Remote From the UK or the EU at Climax Studios | Torre

Principal Rendering Engineer - MPG - Fully Remote From the UK or the EU

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Full-time

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Remote (for United Kingdom residents)
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Emma of Torre.ai
4 months ago

Responsibilities


MPG is a co-development and full-development studio that partners with the leading video game studios on their custom engines: new rendering features, high performance and graphics systems that scale across AAA games, real-time simulation and XR. 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.RequirementsAn established track record in rendering or engine engineering, shipping high-performance rendering systems for AAA, film/VFX, XR or simulation across a number of productsDeep 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/GNMXDeep working knowledge of the full pipeline: rasterization, compute and hardware-accelerated ray tracingFluency 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 workflowsComfortable dropping into unfamiliar codebases and making sound architectural calls independentlySolid applied 3D maths, plus technical writing other engineers actually want to readBonus PointsPractical experience with mesh shading pipelines (DX12, Vulkan, Metal) to optimize geometry processing and reduce CPU overheadFamiliarity with modern hardware variations, including console and Apple Silicon unified memory architecturesShipped ray tracing or heavily compute-driven renderingExtensive Unreal Engine source modificationsWhat You'll DoTurn the art team’s vision into shippable, scalable rendering technologyDesign, build and maintain high-performance rendering backends with clean abstractions across PC, console and MacProfile and resolve deep GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidthModernize pipelines with GPU-driven culling, indirect command buffers and bindless architecturesDesign concurrent GPU memory management on modern API features and memory heapsExtend major engines (including Unreal source) and custom C++ architecturesThe opportunity to represent the studio externally through white papers or presenting at industry eventsBenefitsOur BenefitsFlexible working: Remote-friendly long before it was the norm, with core hours that support both great work and real life.Support & wellbeing: Mental health first-aiders, therapy and coaching via Myndup, plus private medical insurance to help you stay healthy and supported.Pension & life cover: A strong pension plan and life insurance to support your future and protect your family.Time for you: Minimum 25 days’ holiday, a paid winter break, and 3 volunteering days each year to give back to causes you care about.Parental leave: Family-first policies that support parents and caregivers with flexibility and balance.Levelling up: Annual L&D budget, expert talks, game jams, and mentoring opportunities to help you grow your skills and career.Role Information: ENStudio: The Multiplayer GroupLocation: Europe, United KingdomArea of Work: Game DevelopmentService: CreateService Type: CodeEmployment Type: Permanent Fully RemoteWorking Pattern: Full Time