资深渲染工程师 - MPG - 英国或欧盟远程办公
Principal Rendering Engineer - MPG - Fully remote from the UK or the EU
MPG 是一家联合开发和全开发工作室,与领先的视频游戏工作室合作,为其定制引擎:新的渲染功能、高性能和可扩展的图形系统,适用于 AAA 游戏、实时模拟和 XR。你将深入专有代码库中,在 PC、次世代主机和 Mac 上编写低层引擎代码,使用 DirectX 12、Vulkan 和 Metal。没有编辑器脚本,没有粘合工作。这是我们在《星空》和其他技术要求高的项目中交付的帧时间工程。
要求
- 在渲染或引擎工程方面有明确的业绩记录,为 AAA、电影/VFX、XR 或模拟产品开发高性能渲染系统
- 精通现代 C++,具备扎实的着色器编写和调试能力(HLSL、MSL 或 GLSL)
- 具有至少两种 Metal、DirectX 12、Vulkan 或 GNM/GNMX 的生产经验
- 深入了解完整渲染管线:光栅化、计算和硬件加速光线追踪
- 熟练掌握现代渲染技术:PBR、GI、环境光遮蔽、体积效果和后期处理(抗锯齿、HDR、色调映射、运动模糊),并了解当前 GPU 驱动的管线、网格片元渲染和实时路径追踪流程
- 能够进入不熟悉的代码库并独立做出合理的架构决策
- 扎实的 3D 数学基础,以及能写出其他工程师愿意阅读的技术文档
加分项
- 具有网格着色管线(DX12、Vulkan、Metal)的实际经验,用于优化几何处理并减少 CPU 开销
- 熟悉现代硬件差异,包括主机和 Apple Silicon 统一内存架构
- 有光线追踪或高度计算驱动的渲染经验
- 有大量 Unreal Engine 源码修改经验
你会做什么
- 将美术团队的愿景转化为可发布、可扩展的渲染技术
- 设计、构建和维护跨 PC、主机和 Mac 的高性能渲染后端,具有清晰的抽象结构
- 分析并解决深层 GPU/CPU 瓶颈:占用率、瓦片内存压力、间接调度开销、带宽 ● 使用 GPU 驱动的剔除、间接命令缓冲区和无绑定架构现代化管线
- 设计现代 API 特性和内存堆上的并发 GPU 内存管理
- 扩展主要引擎(包括 Unreal 源码)和自定义 C++ 架构
- 有机会通过白皮书等形式代表工作室对外发声
查看英文原文
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.
Requirements
- An established track record in rendering or engine engineering, shipping high-performance rendering systems for AAA, film/VFX, XR or simulation across a number of products
- Deep 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/GNMX
- Deep working knowledge of the full pipeline: rasterization, compute and hardware-accelerated ray tracing
- Fluency 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 workflows
- Comfortable dropping into unfamiliar codebases and making sound architectural calls independently
- Solid applied 3D maths, plus technical writing other engineers actually want to read
Bonus Points
- Practical experience with mesh shading pipelines (DX12, Vulkan, Metal) to optimize geometry processing and reduce CPU overhead
- Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures
- Shipped ray tracing or heavily compute-driven rendering
- Extensive Unreal Engine source modifications
What You'll Do
- Turn the art team’s vision into shippable, scalable rendering technology
- Design, build and maintain high-performance rendering backends with clean abstractions across PC, console and Mac
- Profile and resolve deep GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth ● Modernize pipelines with GPU-driven culling, indirect command buffers and bindless architectures
- Design concurrent GPU memory management on modern API features and memory heaps
- Extend major engines (including Unreal source) and custom C++ architectures
- The opportunity to represent the studio externally through white papers or presenting at industry events
Benefits
Our Benefits
Flexible 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: EN
Studio: The Multiplayer Group
Location: Europe, United Kingdom
Area of Work: Game Development
Service: Create
Service Type: Code
Employment Type: Permanent Fully Remote
Working Pattern: Full Time
Keywords Studios is dedicated to following a well-established Equal Opportunities Policy. We endeavor to create a workplace which provides for equal opportunities for all employees and potential employees.
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Originally posted on Himalayas