Software Engineer II - Rendering
GLu Mobile
Job Summary
Electronic Arts is seeking a Software Engineer II - Rendering to advance their cross-platform rendering hardware abstraction layer, focusing on lower power devices. This role involves engineering C++ rendering backends for various APIs, implementing HLSL compilation, resolving device performance differences, and performing CPU/GPU analyses. The engineer will collaborate globally to solve performance and feature issues for game teams, working in a hybrid capacity.
Must Have
- Engineer C++ rendering back ends for Vulkan, Metal and other proprietary APIs
- Implement and support the compilation and runtime use of HLSL (shader language) on multiple platforms
- Resolve device differences in performance and output
- Perform CPU and GPU performance analyses and reports for internal and external teams
- Development low-level performance profiling and optimisation projects on multiple platforms
- Collaborate across team and discipline boundaries
- C++ knowledge with at least 3 years of professional programming experience in real-time rendering
- Experience using a low-level graphics API (e.g. DX12, Vulkan, Metal, or console)
- Experience working in rendering on recent platforms (e.g. Switch(1 or 2), Android, iOS, Mac, PC, PS5, or XBSX)
- Experience with Graphics Debugging Tools (e.g. Pix, Renderdoc, Xcode, or console)
- Knowledgeable of modern CPU/GPU hardware architecture
- Experience with memory management and multi-threading with related debugging and optimization experience
Perks & Benefits
- An employee assistance program, including coaching and therapy sessions to support your wellbeing
- An inclusive parental leave policy that supports all parents and carers
- 17.5% annual leave loading
- Bonus end of year leave days – time off between Christmas and New Years
- Volunteer leave and charitable donation matching
- A flexible work reimbursement program
- Access to our employee stock purchase program
Job Description
Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.
Our mission is to advance the cross-platform rendering hardware abstraction layer, focusing on lower power devices. We have a specialised rendering team that collaborates with other rendering teams across the globe to solve performance and feature issues for our game team partners.
You will be part of our experienced rendering team.
You will report to a Development Director and work in a hybrid remote/in-office capacity.
Responsibilities:
- You will engineer C++ rendering back ends for Vulkan, Metal and other proprietary APIs
- You will implement and support the compilation and runtime use of HLSL (shader language) on multiple platforms
- You will resolve device differences in performance and output
- You will perform CPU and GPU performance analyses and reports for internal and external teams across the company
- You will development low-level performance profiling and optimisation projects on multiple platforms
- You will collaborate across team and discipline boundaries, providing suggestions and contributions outside the immediate team
Qualifications:
- C++ knowledge with at least 3 years of professional programming experience in real-time rendering
- Experience using a low-level graphics API (e.g. DX12, Vulkan, Metal, or console)
- Experience working in rendering on recent platforms (e.g. Switch(1 or 2), Android, iOS, Mac, PC, PS5, or XBSX)
- Experience with Graphics Debugging Tools (e.g. Pix, Renderdoc, Xcode, or console)
- Knowledgeable of modern CPU/GPU hardware architecture
- Experience with memory management and multi-threading with related debugging and optimization experience
What’s in it for you?
We want EA to be the ultimate destination to make great content and experiences. Everything we’re doing here is about creating a culture, environment, and company where you can do the best work of your career – so there’s that. There’s also:
- An employee assistance program, including coaching and therapy sessions to support your wellbeing
- An inclusive parental leave policy that supports all parents and carers
- 17.5% annual leave loading – yes, we’ll pay you extra to take a break!
- Bonus end of year leave days – time off between Christmas and New Years, no annual leave necessary
- Volunteer leave and charitable donation matching
- A flexible work reimbursement program - $ to go towards your working from home and/or commuting expenses
We also offer access to our employee stock purchase program.
About Electronic Arts
We’re proud to have an extensive portfolio of games and experiences, locations around the world, and opportunities across EA. We value adaptability, resilience, creativity, and curiosity. From leadership that brings out your potential, to creating space for learning and experimenting, we empower you to do great work and pursue opportunities for growth.
We adopt a holistic approach to our benefits programs, emphasizing physical, emotional, financial, career, and community wellness to support a balanced life. Our packages are tailored to meet local needs and may include healthcare coverage, mental well-being support, retirement savings, paid time off, family leaves, complimentary games, and more. We nurture environments where our teams can always bring their best to what they do.
Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. We will also consider employment qualified applicants with criminal records in accordance with applicable law. EA also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.