Senior Engine Programmer (Rendering)
Kraków — on-site / hybrid (3 days in studio)
You will work on the rendering side of our Unreal Engine 5 branch for Ironclad Siege, where destructible geometry, competitive frame-time budgets and a very wide spread of player hardware fight each other constantly.
Responsibilities
- Own frame-time budgets across the supported GPU range and drive the profiling work that keeps us inside them.
- Extend and maintain our destruction rendering path, including mesh streaming and LOD behaviour for geometry that changes mid-round.
- Work with design and art on the cost of new maps and materials before they are built, not after.
- Investigate GPU crash and hitching reports coming out of live telemetry and driver-specific bug reports.
- Maintain our upstream engine merges and keep local rendering changes reviewable.
Requirements
- Strong modern C++ and at least one shipped title with meaningful rendering ownership.
- Practical experience with DirectX 12 or Vulkan, and comfort reading GPU captures in RenderDoc or a vendor profiler.
- Experience working inside a modified Unreal Engine branch.
- Able to explain a performance trade-off to a designer without either party leaving annoyed.