We are looking for a Software Engineer to join the Frostbite Rendering team.
We are Frostbite
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 uniquely adapts to each game, while working hand-in-hand to prioritise 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
Are you ready to push the boundaries of gaming technology? Join our dynamic Frostbite Rendering team as a Software Engineer. You will work directly on the modern Render Hardware Abstraction Layer of the Frostbite engine; you will leverage the full power and features of supported APIs and hardware. Our team develops rendering backends for both current and future platforms and is distributed across North America and Europe. We collaborate with our "customers," the Rendering Engineers, to ensure performance and quality across all supported platforms. Reporting to the Engineering Manager, you'll play a vital role in advancing the rendering technology of the Frostbite Renderer, contributing to the success of some of the industry's biggest titles. We look forward to welcoming you to our team!
Responsibilities
As a software engineer on the Rendering Backends team you will:
- Develop and maintain our low-level, cross-platform graphics hardware abstraction layer for the Frostbite Engine
- Lead performance profiling and optimizations on multiple platforms
- Collaborate with game team engineers and the Frostbite rendering team to deliver new rendering features
- Create and enhance tools that ensure quality experience for render engineers using Frostbite
Qualifications
- Bachelor's degree in computer science, Math or related field
- Advanced knowledge of C++ with at least 7 years of professional programming experience in real-time rendering
- Experience working in rendering for multiple shipped titles on current-generation consoles (PS5, XBSX, PC)
- Knowledge in one or more low-level graphics APIs (DX12, Vulkan, console, etc.)
- Familiarity of modern CPU/GPU hardware architectures
- Proficient with Graphics Debugging Tools (PIX, Renderdoc, console, etc.)
- Experience with memory management and multi-threading with related debugging and optimization experience
Bonus
- Professional experience working on Device Drivers.
- Professional experience developing graphics debugging tools / utilities / visualizers.
- Experience using source control systems (p4, git) in large code bases. #LI-Hybrid#FlexibleWork
BC COMPENSATION AND BENEFITS The base salary ranges listed below are for the defined geographic market pay zones in these locations. If you reside outside of these locations, a recruiter will advise on the base salary range and benefits for your specific location. EA has listed the base salary ranges it in good faith expects to pay applicants for this role in the locations listed, as of the time of this posting. Salary offered will be determined based on numerous relevant business and candidate factors including, for example, education, qualifications, certifications, experience, skills, geographic location, and business or organizational needs. BASE SALARY RANGES • British Columbia (depending on location e.g. Vancouver vs. Victoria): º $115,100 - $161,200 CAN Annually Base salary is just one part of the overall compensation at EA. We also offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, paid top-up to EI/QPIP benefits up to 100% of base salary when you welcome a new child (12 weeks for maternity, and 4 weeks for parental/adoption leave), extended health/dental/vision coverage, life insurance, disability insurance, retirement plan to regular full-time employees. Certain roles may also be eligible for bonus and equity. |