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Electronic Arts

Rendering Software Engineer

Electronic Arts, Redwood City, California, United States, 94061


Render Software Engineer

is a part of the game creation process. You will report to the engineering team's manager and work with your peers to render specific tasks. You will be involved in architectural design and implementation of rendering technology on multiple platforms, working with designers, artists, and other engineers to build complex graphics features - life-like visuals, huge and immersive worlds, and graphical FX.

Your Responsibilities:Develop core rendering features, engine components and tools.Research and implement rendering techniques.Create reusable and flexible rendering technologies.Write technical design specifications.Design, maintain, implement, test and debug code, pipelines and other rendering-related sub-components and packages.Profile and optimize rendering modules of a game engine.Stay up to date with the latest hardware & software changes enhancing the rendering domain.

Your Qualifications:3+ years' experience with C++ development.Experience developing graphics techniques and detailed knowledge of graphics hardware.Math skills including trigonometry, calculus, and linear algebra.Formal background in rendering with experience that may include shaders, animation, skinning, lighting, special effects, and tool development.1+ years of experience with Direct 3D, Open GL or equivalent.Experience in object-oriented design and implementation.Knowledge of good software engineering practices.Understanding of memory management, multiple processor use, and runtime optimization.Test and debug other engineers' code.Bachelor's degree in computer science or related field, or equivalent training and professional experience.Experience shipping at least one title on PS4, PS3, Xbox One or Xbox 360.Experience with graphics tools and exporters such as Maya, Motion Builder and Photoshop; knowledge of Maya API and Mel programming.Expertise in several of these fields: vertex and pixel shaders including HLSL and FX; terrain or environment rendering; advanced lighting techniques, particle systems, special effects, art pipelines, tool development and game engine architecture.

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