Lead Rendering Engineer - Real-Time AAA Graphics (Remote)

Lead Rendering Engineer - Real-Time AAA Graphics (Remote)

Full-Time 60000 - 80000 Β£ / year (est.) No working from home possible
Climax Studios

At a Glance

  • Tasks: Develop scalable rendering solutions and innovate on high-performance systems for AAA games.
  • Company: Climax Studios focuses on creating high-quality gaming experiences across various platforms.
  • Benefits: Enjoy a supportive work environment with flexible scheduling and a strong emphasis on professional development.
  • Other info: This position is remote, allowing for flexibility in your work location.
  • Why this job: Join a team that powers AAA games and pushes the boundaries of rendering technology.
  • Qualifications: Extensive experience with modern C++, shader programming, and rendering techniques is required.

The predicted salary is between 60000 - 80000 Β£ per year.

Climax Studios is looking for a skilled engineer in rendering and engine technology to help develop scalable rendering solutions. Working with core game development teams, you will innovate on high-performance systems that will power AAA games across various platforms.

The ideal candidate will have extensive experience with modern C++, shader programming, and rendering techniques, ensuring quality and efficiency in game production pipelines.

You will enjoy a supportive work environment, flexible scheduling, and strong emphasis on professional development.

Lead Rendering Engineer - Real-Time AAA Graphics (Remote) employer: Climax Studios

Climax Studios is dedicated to developing innovative gaming solutions and offers a flexible work environment. Located remotely, the team prioritises professional growth and collaboration on AAA titles.

Climax Studios

Contact Details:

Climax Studios Recruitment Team

We think you need these skills to ace Lead Rendering Engineer - Real-Time AAA Graphics (Remote)

C++
Shader Programming
Rendering Techniques
Game Development
High-Performance Systems
Scalable Rendering Solutions
Efficiency in Game Production Pipelines