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

๐Ÿข Climax Studios ยท all Climax Studios jobs
๐Ÿ“ United Kingdom
๐Ÿ“… Posted 2026-07-03 ยท via Himalayas
๐Ÿท Rendering-Engineering,Graphics-Programming,Game-Development,Engine-Development,Computer-Games,Senior-Graphics-Engineer,Senior-Graphics-Software-Engineer,Senior-CG-Pipeline-Developer,Senior-Shader-Developer
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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

- Demonstrable experience in rendering or engine engineering, shipping rendering systems for AAA, film/VFX, XR or simulation

- Solid experience with modern C++ and confident shader authoring and debugging (HLSL, MSL or GLSL)

- Production experience with one of Metal, DirectX 12, Vulkan or GNM/GNMX and the appetite to pick up others

- Working knowledge of the pipeline: rasterization, compute and an understanding of hardware-accelerated ray tracing

- Familiarity with modern techniques: PBR, GI, ambient occlusion, volumetrics and post-processing (AA, HDR, tone mapping, motion blur)

- Comfortable dropping into unfamiliar codebases and making sound technical decisions

- Solid applied 3D maths, plus technical writing other engineers actually want to read

Bonus Points

- Practical experience with mesh shading pipelines (DX12, Vulkan, Metal)

- Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures

- Exposure to ray tracing or compute-driven rendering

โ— Unreal Engine source modifications
What You'll Do

- Turn the art team's vision into shippable, scalable rendering technology

- Build and improve high-performance rendering features across PC, console and Mac

- Profile and resolve GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth

- Work with modern pipeline techniques: GPU-driven culling, indirect command buffers and bindless architectures

- Contribute to GPU memory management built on modern API features and memory heaps

- Extend major engines (including Unreal source) and custom C++ architectures

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 daysโ€™ 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

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