Principal Rendering Engineer - MPG - Fully remote from the UK or the EU

🏒 Climax Studios · all Climax Studios jobs
πŸ“ United Kingdom
πŸ“… Posted 2026-07-03 Β· via Himalayas
🏷 Rendering-Engineering,Game-Development,Engine-Programming,Graphics-Programming,AAA-Game-Development,Remote-Principal-Engineer,Senior-Graphics-Engineer,Senior-Graphics-Software-Engineer
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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

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