> Markdown version of [/jobs/ext/1942953-engineer-graphics](https://www.wearedevelopers.com/jobs/ext/1942953-engineer-graphics). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Engineer, Graphics - **Company:** Scopely - **Location:** Barcelona, Spain - **Contract:** Permanent contract - **Skills:** Application Programming Interfaces (APIs), Apple Xcode, C++ (Programming Language), Software Debugging, OpenGL Shading Language, Open Source Technology, HLSL - **Published:** August 6, 2026 - **Apply:** https://www.jobleads.com/es/job/e65170752aecdfc339e2b78cc217b67b0 ## About the Role * 5+ years of experience in graphics programming, specifically on mobile. * Proficiency in C++ for performance-sensitive rendering code. * Knowledge of Metal and/or Vulkan APIs. * Experience customizing or extending Unity Scriptable Render Pipelines. * Understanding of mobile GPU constraints regarding bandwidth, power, and tiling. * Ability to perform GPU profiling and optimization. * Familiarity with modern compute-based rendering, visibility pipelines, and culling. Nice to have * Experience with UE5 Lumen or Nanite systems. * Background in low-level rendering or custom engine architecture. * History of technical publications or open-source graphics contributions. * Rendering experience for PC or console platforms., * C++, Vulkan, Metal, HLSL, GLSL, MSL, Unity SRP, RenderDoc, Perfetto, Xcode GPU Debugger, Mali/Snapdragon profilers. ## Description * Create and refine real-time rendering features for iOS and Android using Metal and Vulkan. * Implement GPU-driven visibility, culling, and LOD systems using meshlet or clustered geometry. * Integrate rendering techniques including TAA, TSR, and tiled or clustered lighting. * Partner with senior staff to build scalable real-time global illumination. * Author and tune HLSL, GLSL, and MSL shaders for mobile power efficiency. * Analyze GPU and CPU bottlenecks using Perfetto, RenderDoc, Xcode GPU Debugger, and hardware-specific profilers. * Design GPU memory layouts and optimize draw submission for tile-based architectures. * Coordinate with content and engine teams to maintain performance and quality standards. * Monitor industry developments to suggest pipeline improvements. ## Related Videos - [Using AI Without Losing Your Skills](https://www.wearedevelopers.com/videos/2045-using-ai-without-losing-your-skills) - [Harnessing Apple Intelligence: Live Coding with Swift for iOS](https://www.wearedevelopers.com/videos/1515-harnessing-apple-intelligence-live-coding-with-swift-for-ios) - [Rendering Design Software in the Browser at Penpot](https://www.wearedevelopers.com/videos/1353-rendering-design-software-in-the-browser-at-penpot) - [Xcode development redefAIned](https://www.wearedevelopers.com/videos/100195-xcode-development-redefained) - [WeAreDevelopers LIVE - Speeding up with WebGPU](https://www.wearedevelopers.com/videos/1876-wearedevelopers-live-speeding-up-with-webgpu) - [What I learned as a developer from accidents in space](https://www.wearedevelopers.com/videos/642-what-i-learned-as-a-developer-from-accidents-in-space) ## Related Articles - [Dev Digest 120 - Apple and peers](https://www.wearedevelopers.com/magazine/455-dev-digest-120-apple-and-peers) - [Dev Digest 103 - Superb Owl Trafficking](https://www.wearedevelopers.com/magazine/388-dev-digest-103-superb-owl-trafficking) - [Dev Digest 121 - AI goes offline](https://www.wearedevelopers.com/magazine/456-dev-digest-121-ai-goes-offline) - [Dev Digest 129 - Now that's what I call private data!](https://www.wearedevelopers.com/magazine/468-dev-digest-129-now-that-s-what-i-call-private-data) - [Dev Digest 112 - The True Crime of AI Development](https://www.wearedevelopers.com/magazine/421-dev-digest-112-the-true-crime-of-ai-development) - [Dev Digest 113 - Debugging above the cloud](https://www.wearedevelopers.com/magazine/422-dev-digest-113-debugging-above-the-cloud)