Software Engineer

apartmentEA Digital Illusions CE AB placeStockholm calendar_month 
Join our dynamic Frostbite Rendering team as a Software Engineer, where you will work directly on the modern Render Hardware Abstraction Layer of the Frostbite engine. You will leverage the full power and features of supported APIs and hardware.
Our team develops rendering backends for both current and future platforms and is distributed across North America and Europe. We collaborate with our "customers," the Rendering Engineers, to ensure performance and quality across all supported platforms.

Reporting to the Engineering Manager, you'll play a vital role in advancing the rendering technology of the Frostbite Renderer, contributing to the success of some of the industry's biggest titles.

Responsibilities:

As a Software Engineer on the Rendering Backends team you will:

 Develop and maintain our low-level, cross-platform graphics hardware abstraction layer for the Frostbite Engine

 Lead performance profiling and optimizations on multiple platforms

 Collaborate with game team engineers and the Frostbite rendering team to deliver new rendering features

 Create and enhance tools that ensure quality experience for render engineers using Frostbite

Qualifications:

 Bachelor's degree in computer science, Math or related field

 Advanced knowledge of C++ with at least 7 years of professional programming experience in real-time rendering

 Experience working in rendering for multiple shipped titles on current-generation consoles (PS5, XBSX, PC)

 Knowledge in one or more low-level graphics APIs (DX12, Vulkan, console, etc.)

 Familiarity of modern CPU/GPU hardware architectures

 Proficient with Graphics Debugging Tools (PIX, Renderdoc, console, etc.)

 Experience with memory management and multi-threading with related debugging and optimization experience

Bonus Qualifications:

 Professional experience working on Device Drivers.

 Professional experience developing graphics debugging tools / utilities / visualizers.

 Experience using source control systems (p4, git) in large code bases

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