TL;DR
Software Engineer II (Rendering): Develop and improve the cross-platform rendering hardware abstraction layer, focusing on lower power devices and collaboration with rendering teams globally. Focus on resolving device differences, performance analysis, and low-level performance profiling.
Location: Hybrid in Melbourne, Victoria, Australia
Company
Electronic Arts creates entertainment experiences that inspire players and fans around the world.
What you will do
- Engineer C++ rendering back ends for Vulkan, Metal, and proprietary APIs.
- Implement and support HLSL (shader language) on multiple platforms.
- Resolve device differences in performance and output.
- Perform CPU and GPU performance analyses for internal and external teams.
- Develop low-level performance profiling and optimization projects.
- Collaborate across team and discipline boundaries.
Requirements
- C++ knowledge with 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, 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.
Culture & Benefits
- Employee assistance program, including coaching and therapy sessions.
- Inclusive parental leave policy.
- 17.5% annual leave loading.
- Bonus end of year leave days.
- Volunteer leave and charitable donation matching.
- Flexible work reimbursement program for working from home and/or commuting expenses.
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