Frostbite is EA’s proprietary game engine that comes equipped with tons of tools and technologies designed to build incredible games. Our in-house engine offers the unique ability to adapt to each game while working hand-in-hand to prioritize what to build. Our goal is to empower creators all over the world to bring their best ideas to life by creating an engine that amplifies innovation across every discipline. Learn More
We are looking for Master Thesis students to work on our team and go deep in any of multiple problem spaces. For this current hiring cycle, we are looking for you who is interested in exploring any of the following subjects:
- Work Graphs Software Solution
Recent versions of D3D12 and Vulkan have introduced the concept of Work Graphs that enables games to more efficiently manage and schedule work on the GPU. Work Graphs being a very new feature means that it’s not supported on all platforms we ship our games on. Investigate how to support Work Graph workloads on platforms lacking native Work Graphs support.
- Virtualized Mesh Geometry
Traditional Level of Detail (LOD) systems with discrete LODs suffer from several challenges/drawbacks such as: popping artifacts, memory usage, performance and visual discontinuity. Investigate different approaches of mesh virtualization that can achieve continuous levels of detail, preferably at meshlet level.
Requirements
- You are pursuing a MsC. in Computer Science or a related field in Sweden.
- Experience with C++
- Graphics programming (Rendering)
This internship is unpaid and temporary employment. It needs to be associated with a university education or any other type of education that has an internship period planned into the education plan, for example LiA. We are not able to provide relocation services for this role, so we will only consider candidates already residing in Sweden.
We look forward to receiving your application!