Aardvark Swift is working with nDreams and their Elevation studio as they search for a Principal Graphics Programmer to join the team seeking to push the boundaries of VR and contribute to making ground breaking innovations in software and VR hardware.
As a Principal Graphics Programmer, you will be working on VR hardware and providing top-tier technical leadership to the Graphics Programming team. You’ll guide the technical direction of projects and set best practices for the development of graphics solutions tailored for VR platforms, achieving high frame rates and industry-leading graphical fidelity in VR.
Elevation is a remote first studio, and this role can be worked from anywhere within the UK.
Your responsibilities will also include…
Use and pass on your in-depth knowledge of Compositor Layers, eye buffer reprojection, texture arrays, ASTC compression, and Pipeline State Object/shader caching
Develop graphics solutions compatible across various platforms
Develop graphics features that leverage hardware capabilities in innovative ways
Conduct platform optimisation by identifying and leveraging optimisations for traditional and tile-based architecture
Write and optimise custom shaders in collaboration with Technical Art for desired aesthetics
Utilise platform profiling tools to identify bottlenecks and optimize resource usage
Assess rendering costs and provide insights for optimisations
Identify and develop strategies to reduce rendering costs and address performance bottlenecks
Create comprehensive documentation for graphics-related code, optimisations, and best practices
The skills and experience you’ll bring to the role…
5 or more years experience in a Graphics Programming role
Worked on shipped console/PC or VR titles
Strong team player with effective communication skills
Up to date on graphics programming advancements, VR technology, and platform-specific updates
Experienced in performance testing through repeatable tests and constructive feedback
Desirable but not essential…
Five or more years of experience writing HLSL/GLSL shaders