Improbable believes in a future where new, virtual worlds will augment human experience and become as meaningful, lasting and rich as the physical world. We call this the Multiversal Self.
Our platform, SpatialOS, lets developers transcend the limits of regular computation, allowing swarms of servers running in the cloud to cooperate in order to simulate worlds far larger and more complex than any single server could.
At Improbable, you are surrounded by people who want to improve everything and everyone around them, and who compel you to improve yourself. We’re motivated by the fulfilment of solving hard problems to achieve something profound and transformative.
With the successful launch of SpatialOS to the gaming world, the popularity of our platform is growing. Our goal is for our partners to be able to successfully launch.
As a Game Rendering Programmer you will develop new techniques for real-time rendering from R&D inception to production usage. You will deliver tools and technology that empower the next generation of video games. You will set new bars for what can be achieved with real-time rendering.
A great advantage of working at Improbable is that you are constantly engaging with new genres of games which are using either the commercial engines like Unreal/Unity/CryEngine or bespoke engines. So, you can grow your expertise and influence across multiple engines. You will find ways about why the graphics quality of a certain engine is better over the other and use your learnings to architect a better performing and better quality game overall.
You'll also be responsible for optimising rendering performance for different specs of hardware, to achieve the best possible visual fidelity on all our target platforms at a high frame-rate. With our SpatialOS platform we can render huge worlds and massive number of players. We are facing challenges never seen before in video games and hence we need you to push the boundaries.
- Demonstrable knowledge and passion for games and/or game development.
- Familiarity with physically based shading.
- Solid experience in one or more of industry standard graphics APIs (DirectX, OpenGL, etc).
- Solid experience of shader languages (HLSL/GLSL).
- Solid experience with GPU and CPU optimisation techniques Excellent 3D math skills (linear algebra, vector math).
- Experience with 3D game engine development.
- Experience with DCC tools such as Maya, 3ds Max, Houdini, Substance.
- Strong knowledge of Global Illumination solutions.
- Strong knowledge of C/C++ programming languages.
- Excellent communication and team skills; ability to communicate with both non-technical stakeholders (e.g., producers, artists, designers).
- Ability to establish technical requirements from creative or design-led pitches.
- Ability to define and understand elements of game design documents and technical design documents.
Experience of the following would be advantageous
- Investigate, prototype, and implement solutions for high-fidelity rendering in a real-time context.
- Provide domain expertise in the area of rendering.
- Work with artists to develop and implement their vision, plan tasks and schedules effectively.
The best ideas are often the least expected and require new ways of thinking; that’s why our teams at Improbable are made up of an incredible range of talented people. Improbable is proud to be an equal opportunity employer. We do not discriminate based on race, ethnicity, colour, ancestry, national origin, religion, sex, sexual orientation, gender identity, age, disability, veteran status, genetic information, marital status or any other legally protected status.