Engineer, Graphics
Scopely
Barcelona, Spain
28 days ago
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Role details
Contract type
Permanent contract
Employment type
Full-time (> 32 hours)
Experience required
5 years minimum
Working hours
Regular working hours
Job source
Tech stack
Application Programming Interfaces (APIs)
Apple Xcode
C++ (Programming Language)
Software Debugging
OpenGL Shading Language
Open Source Technology
HLSL
Job 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.
Requirements
- 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.
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