Overview
We are seeking an experienced rendering engineer to build, optimise, and maintain a multiplatform rendering architecture targeting PC and console platforms. You will design cross-platform rendering systems, develop platform-specific backends, and ensure consistent performance and visual quality across a diverse hardware landscape.
Responsibilities
* Develop and maintain rendering backends for:
* DirectX 11 and 12 on PC
* Xbox Series X|S (DirectX 12)
* PlayStation 5 GPU APIs
* Build scalable cross-platform graphics architecture including:
* GPU resource and memory management
* Command list/queue abstraction and submission
* Descriptor/binding systems and resource lifetime tracking
* Shader compilation systems and pipeline state management
* Implement platform-specific optimisations leveraging:
* Async compute
* Variable rate shading
* GPU-driven pipelines (e.g., mesh shaders, indirect draws)
* Tile-based rendering considerations (Switch, some Android devices)
* Integrate rendering features across all platforms while maintaining predictable behaviour and performance.
* Use platform GPU/CPU profiling tools to diagnose and resolve performance bottlenecks.
* Collaborate with internal teams to ensure rendering systems support content workflows, shader pipelines, and engine features.
* Produce high-quality, maintainable, and scalable rendering code.
* Document complex rendering concepts and architectures in a manor for those less familiar to understand.
* Assist as mentor to other engineers, contributing to team development through knowledge sharing and technical guidance.
* Strong experience with modern PC and console graphics APIs such as:
* DirectX 12 (PC)
* Xbox GDK
* PlayStation 5 low-level GPU APIs
* Deep understanding of GPU architecture, memory models, and rendering pipeline internals across multiple hardware classes (desktop and console).
* Proficiency in C++ with a focus on performance critical systems.
* Experience implementing or maintaining multiplatform rendering layers.
* Strong understanding of:
* GPU synchronization and resource state transitions
* Descriptor and binding models
* Multithreaded rendering pipelines
* Shader languages (HLSL essential; GLSL and platform shader variants a plus)
* Experience using GPU debugging and profiling tools (PIX, Razor, Nsight, RenderDoc, Android GPU profilers).
* Experience working with or implementing shader compilation pipelines, including:
* Integrating platform specific shader compilers (e.g. DXC, FXC)
* Generating reflection metadata
* Managing shader permutations and build workflows
* Experience with GPU task scheduling, async compute, parallel command list building, and multi-queue/submission models for modern graphics APIs.
* Streaming and virtualized textures: Sampler feedback streaming and architecting virtual texturing systems. This includes:
* Page tables
* mapping virtual to physical memory
* Fallback MIPS
* Load/evict streaming based on visibility
* Desirable Skills & Technologies:
* Experience with other modern graphics APIs:
* Vulkan
* OpenGL ES (Android)
* Switch and Switch 2 low-level GPU APIs
* Switch 2 DLSS implementation.
* Metal (Apple)
* Familiarity with tiled/clustered lighting techniques and mobile optimised rendering.
* Multiplatform game development experience across console/PC and mobile.
* HDR pipeline experience: HDR10, Dolby Vision implementation
* Integration and usage of upscalers such e.g. FSR, DLSS, XeSS, PSSR (PS5 Pro)
* Raytracing experience with DX12 and PS5
About the role and team
Based just outside Birmingham, Flix offers a friendly, nurturing work environment with the opportunity to build games as part of an extremely talented, ambitious studio. The team is made up of welcoming, passionate, active gamers that support one another in all aspects of development.
How to apply
If you have the drive and skills for making games and think you have what it takes to work within our team then we'd love to hear from you.
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