Senior Rendering Engineer
Remote · 7+ years experience · Remote · Posted Oct 14, 2026
At a glance
- Experience
- 7+ years experience
- Workplace
- Remote
- Location
- Remote
About the role
- Atmosphere and visual fidelity are core to what makes our games work — and as we move into our most ambitious chapter yet, we're looking for a Rendering Engineer to help push the visual bar on Unreal Engine 5.
- As a Rendering Engineer, you'll work within Core Engineering to build, optimize, and maintain the rendering systems and visual pipelines that define the look and performance of our games.
- You'll partner with the Lead Engineer, technical artists, and lighting/environment artists to solve rendering problems specific to a dark, atmospheric horror title — from lighting strategy and World Partition workflows to shader work and platform performance targets.
Responsibilities
- Develop, extend, and optimize rendering features and shaders in Unreal Engine 5 (materials, post-process, lighting, custom rendering passes)
- Own lighting strategy decisions in partnership with environment art and lead engineering — including World Partition, GPU Lightmass, and Lumen/baked lighting tradeoffs
- Profile and optimize GPU/CPU rendering performance against defined platform targets and fidelity standards
- Diagnose and resolve rendering bugs, visual artifacts, and platform-specific rendering issues across target hardware
- Build and maintain internal tooling to support artists and engineers working with rendering systems (profiling visualizers, lighting validation tools, etc.)
- Collaborate closely with technical artists on shader authoring standards, material complexity budgets, and visual fidelity guardrails
- Contribute to and help enforce the studio's performance/fidelity standards documentation
- Work within our Perforce/UGS/Horde pipeline, following team branching and Definition of Done standards
- Stay current on Unreal Engine rendering roadmap changes (Lumen, Nanite, Substrate, etc.) and evaluate their fit for our production needs
Requirements
- 7+ years of professional experience as a rendering/graphics engineer, with at least one shipped title using Unreal Engine
- Strong C++ skills and solid understanding of Unreal's rendering pipeline (RDG, shader compilation, material system, deferred rendering)
- Experience with HLSL/shader authoring and debugging rendering issues using tools like RenderDoc or Unreal Insights
- Practical experience with UE5 lighting systems — World Partition, GPU Lightmass, Lumen, and the tradeoffs between them
- Strong performance-profiling instincts and experience hitting platform-specific frame budgets
- Comfort working in a structured, multi-team pipeline (Perforce or similar) with defined branching and review processes
- Ability to communicate rendering constraints and tradeoffs clearly to artists and designers
Preferred qualifications
- Experience with Nanite, Substrate, or other newer UE5 rendering features in a production setting
- Horror/atmospheric-genre experience, particularly with stylized or high-contrast lighting environments
- Experience building custom rendering tools or editor extensions
- Console platform rendering/certification experience
- Technical art background or close collaboration history with technical artists
Benefits
- Profit sharing
- Medical, dental, and vision insurance
- 401(k) matching
- FSA/HSA
- Paid time off
- Sick time
- Holidays
- Parental leave
Workplace
- Remote work supported
Skills
- Unreal Engine 5
- C++
- RDG
- HLSL
- RenderDoc
- Unreal Insights
- World Partition
- GPU Lightmass
- Lumen
- Nanite
- Substrate
- Perforce
Show all 14 skills
- UGS
- Horde