{"version":"0.1","company":{"name":"YubHub","url":"https://yubhub.co","jobsUrl":"https://yubhub.co/jobs/skill/hlsl"},"x-facet":{"type":"skill","slug":"hlsl","display":"HLSL","count":4},"x-feed-size-limit":100,"x-feed-sort":"enriched_at desc","x-feed-notice":"This feed contains at most 100 jobs (the most recently enriched). For the full corpus, use the paginated /stats/by-facet endpoint or /search.","x-generator":"yubhub-xml-generator","x-rights":"Free to redistribute with attribution: \"Data by YubHub (https://yubhub.co)\"","x-schema":"Each entry in `jobs` follows https://schema.org/JobPosting. YubHub-native raw fields carry `x-` prefix.","jobs":[{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_42840662-862"},"title":"Senior Software Engineer - Rendering","description":"<p>Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.</p>\n<p>Frostbite is EA&#39;s proprietary game engine. Its versatile tools and cutting-edge technology power creation on some of the world&#39;s most iconic and visually stunning games, including titles from EA SPORTS and Battlefield. Frostbite provides a unified platform that empowers developers to create hyper-realistic worlds, intricate gameplay, and lifelike animations with unmatched speed and quality.</p>\n<p>By joining Frostbite, you&#39;ll be at the forefront of game engine innovation, collaborating with top-tier developers to push the boundaries of interactive realism and immersive gameplay. Shape the future of gaming technology and leave your mark on the next generation of games.</p>\n<p>Our specialized Rendering Backends team works directly on the cross-platform Render Hardware Abstraction Layer of the engine for current and future platforms, and directly contributes to the success of some of the industry&#39;s biggest titles.</p>\n<p>The team is currently split between Europe (Stockholm), North America (Orlando &amp; Vancouver) and Melbourne (Australia). We work closely with Rendering Engineers and game team partners to ensure consistent performance and quality across all of our supported platforms.</p>\n<p>We hope you will join our team to push the rendering technology that drives the Frostbite Renderer forward.</p>\n<p>Responsibilities:</p>\n<ul>\n<li>Develop and maintain a cross-platform graphics hardware abstraction layer for the Frostbite Engine.</li>\n<li>Implement and support the compilation and runtime use of HLSL on multiple platforms</li>\n<li>Investigate and address hardware differences of performance and behaviour</li>\n<li>Develop and maintain tools to ensure high quality experience for render engineers using Frostbite.</li>\n<li>Work closely with game team engineers and the Frostbite rendering team to enable and deliver new rendering features.</li>\n<li>Collaborate across team and discipline boundaries, providing suggestions and contributions outside the immediate team</li>\n<li>Deliver on low level performance profiling and optimization initiatives on multiple platforms</li>\n<li>Perform CPU and GPU performance analyses and reports for internal and external teams across the company</li>\n</ul>\n<p>Qualifications:</p>\n<ul>\n<li>C++ knowledge with professional experience in real-time rendering</li>\n<li>6-&gt;8 years professional experience</li>\n<li>Experience using one or more low-level graphics API (e.g. DX12, AGC, Vulkan, Metal)</li>\n<li>Experience working in rendering on current generation and/or esoteric platforms</li>\n<li>Experience with Graphics Debugging Tools</li>\n<li>Knowledgeable of modern CPU/GPU hardware architecture</li>\n<li>Experience with memory management and multi-threading with related debugging and optimization experience</li>\n</ul>\n<p>What’s in it for you?</p>\n<p>We want EA to be the ultimate destination to make great content and experiences. Everything we’re doing here is about creating a culture, environment, and company where you can do the best work of your career – so there’s that. There’s also:</p>\n<ul>\n<li>An employee assistance program, including coaching and therapy sessions to support your wellbeing</li>\n<li>An inclusive parental leave policy that supports all parents and carers</li>\n<li>17.5% annual leave loading</li>\n<li>Bonus end of year leave days – time off between Christmas and New Years, no annual leave necessary</li>\n<li>Volunteer leave and charitable donation matching</li>\n<li>A flexible work reimbursement program - to go towards your working from home and/or commuting expenses</li>\n</ul>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_42840662-862","directApply":true,"hiringOrganization":{"@type":"Organization","name":"Electronic Arts","sameAs":"https://jobs.ea.com","logo":"https://logos.yubhub.co/jobs.ea.com.png"},"x-apply-url":"https://jobs.ea.com/en_US/careers/JobDetail/Senior-Software-Engineer-Rendering/213093","x-work-arrangement":"hybrid","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["C++","real-time rendering","low-level graphics API","HLSL","Graphics Debugging Tools","modern CPU/GPU hardware architecture","memory management","multi-threading"],"x-skills-preferred":[],"datePosted":"2026-04-24T13:14:30.823Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Melbourne"}},"employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"C++, real-time rendering, low-level graphics API, HLSL, Graphics Debugging Tools, modern CPU/GPU hardware architecture, memory management, multi-threading"},{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_40203594-98d"},"title":"Senior Technical Artist - EA Sports Formula 1","description":"<p>Join us at Electronic Arts in Birmingham, where you will help shape the future of Formula One games as a Shader-focused Senior Technical Artist. You will report to the Technical Art Director and work closely with our Technical Art team, combining creativity and technical expertise to bridge artists, engineers, and designers.</p>\n<p>Our studio is committed to inspiring the world to play, delivering immersive experiences, and promoting a diverse, inclusive, and positive culture. You will guide the development of rendering workflows and mentor others, making a real impact on our iconic franchise.</p>\n<p>Responsibilities: Implement, and maintain high-quality shaders for our proprietary engine and 3ds Max, improving visual fidelity across characters, environments, and vehicles. Collaborate with rendering engineers and artists to prototype and integrate new visual features, ensuring consistency and performance across all asset types. Support us by debugging rendering issues, refining material setups, and ensuring visual parity between DCC tools and in-engine results. Mentor artists and junior technical artists, sharing your expertise in shader creation and rendering workflows to help us grow our team&#39;s capabilities.</p>\n<p>Required Qualifications: 5+ years of experience with a digital content creation package such as 3ds Max or Maya, including asset integration for real-time projects. Experience writing, debugging, and improving shaders using HLSL (or GLSL) for game engines and DCC tools. Solid understanding of real-time rendering principles, including PBR workflows, lighting models, and post-processing, demonstrated in shipped game titles or equivalent projects. Basic scripting knowledge in Python or MAXScript, with experience supporting workflow automation and material authoring using Substance Painter/Designer.</p>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_40203594-98d","directApply":true,"hiringOrganization":{"@type":"Organization","name":"Electronic Arts","sameAs":"https://jobs.ea.com","logo":"https://logos.yubhub.co/jobs.ea.com.png"},"x-apply-url":"https://jobs.ea.com/en_US/careers/JobDetail/Senior-Technical-Artist-EA-Sports-Formula-1/213831","x-work-arrangement":"hybrid","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["shader creation","3ds Max","Maya","HLSL","GLSL","real-time rendering","PBR workflows","lighting models","post-processing","Python","MAXScript","Substance Painter","Substance Designer"],"x-skills-preferred":[],"datePosted":"2026-04-24T13:14:25.684Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Birmingham"}},"employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"shader creation, 3ds Max, Maya, HLSL, GLSL, real-time rendering, PBR workflows, lighting models, post-processing, Python, MAXScript, Substance Painter, Substance Designer"},{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_4ff3ea29-d99"},"title":"Principal Rendering Technical Artist","description":"<p>Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.</p>\n<p>We are looking for a Principal Technical Artist - Rendering to join our Apex Legends team to help design and deliver future-forward rendering and content creation capabilities. As a Principal Technical Artist on the project, you will be working within a multidisciplinary R&amp;D group specifically focused on shaders, lighting, and asset authoring improvements. Our ideal candidate is not just an expert in their technical craft, but is an accomplished project manager who can pull together an initiative, drive its implementation, and carry it across the finish line into production.</p>\n<p>Responsibilities:</p>\n<ul>\n<li>Design, implement, and deliver new solutions that increase efficiency, capabilities, and quality for shaders and lighting across the game.</li>\n</ul>\n<ul>\n<li>Be a champion for technology that meets high performance expectations and technical constraints.</li>\n</ul>\n<ul>\n<li>Test and validate new rendering systems, set best practices, and train content teams on their use.</li>\n</ul>\n<ul>\n<li>Be a champion of high performance and optimization, establishing how to wring the most out of our systems and guiding our content teams with best practices.</li>\n</ul>\n<ul>\n<li>Build partnerships and collaborative efforts between multiple disciplines to achieve successful solutions.</li>\n</ul>\n<p>Qualifications:</p>\n<ul>\n<li>12+ years of professional game development experience.</li>\n</ul>\n<ul>\n<li>Expertise in designing and implementing shaders that satisfy artistic workflows and performance goals.</li>\n</ul>\n<ul>\n<li>High level of proficiency with shader programming in HLSL, GLSL, or similar languages.</li>\n</ul>\n<ul>\n<li>Demonstrated ability to modify or implement shaders directly in a codebase without the use of a graphical editor.</li>\n</ul>\n<ul>\n<li>Broad knowledge of modern real-time lighting techniques and problem spaces, and the ability to understand their impact and ramifications on art pipelines.</li>\n</ul>\n<ul>\n<li>Comfortable working with proprietary technology that ships on a wide range of platforms with performance as a top priority.</li>\n</ul>\n<ul>\n<li>Ability to design scalable solutions that adapt to specific hardware specs, ideally without incurring additional art authoring burden.</li>\n</ul>\n<ul>\n<li>Able to demonstrate a pragmatic approach to cost, risk, and tradeoffs when considering new technology.</li>\n</ul>\n<p>Pay Transparency - North America:</p>\n<p>The ranges listed below are what EA in good faith expects to pay applicants for this role in these locations at the time of this posting. If you reside in a different location, a recruiter will advise on the applicable range and benefits. Pay offered will be determined based on a number of relevant business and candidate factors (e.g. education, qualifications, certifications, experience, skills, geographic location, or business needs).</p>\n<p>PAY RANGES \\\\\\<em> British Columbia (depending on location e.g. Vancouver vs. Victoria) \\\\</em>$141,400 - $204,400 CAD \\\\\\<em> California (depending on location e.g. Los Angeles vs. San Francisco) \\\\</em>$165,000 - $256,000 USD</p>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_4ff3ea29-d99","directApply":true,"hiringOrganization":{"@type":"Organization","name":"Respawn Entertainment","sameAs":"https://jobs.ea.com","logo":"https://logos.yubhub.co/jobs.ea.com.png"},"x-apply-url":"https://jobs.ea.com/en_US/careers/JobDetail/Principal-Rendering-Technical-Artist-Apex-Legends/213153","x-work-arrangement":"hybrid","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":"$141,400 - $256,000\",   \"salaryMin\": 141400,   \"salaryMax\": 256000,   \"salaryCurrency\": \"USD\",   \"salaryPeriod\": \"year","x-skills-required":["shader programming","HLSL","GLSL","real-time lighting techniques","asset authoring","performance optimization"],"x-skills-preferred":[],"datePosted":"2026-04-24T13:12:52.528Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Vancouver"}},"employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"shader programming, HLSL, GLSL, real-time lighting techniques, asset authoring, performance optimization","baseSalary":{"@type":"MonetaryAmount","currency":"USD","value":{"@type":"QuantitativeValue","minValue":141400,"maxValue":256000,"unitText":"YEAR"}}},{"@context":"https://schema.org","@type":"JobPosting","identifier":{"@type":"PropertyValue","name":"YubHub","value":"job_b0ed3c72-e27"},"title":"Lead Rendering Programmer","description":"<p>We are looking for a Lead Rendering Programmer to join our team in Annecy, France. As a Lead Rendering Programmer, you will be responsible for leading a team of programmers in the development of high-quality rendering solutions for our games. You will work closely with the Technical Director and other stakeholders to ensure that our rendering pipeline is efficient, scalable, and meets the needs of our games.</p>\n<p style=\"margin-top:24px;font-size:13px;color:#666;\">XML job scraping automation by <a href=\"https://yubhub.co\">YubHub</a></p>","url":"https://yubhub.co/jobs/job_b0ed3c72-e27","directApply":true,"hiringOrganization":{"@type":"Organization","name":"Ubisoft","sameAs":"https://jobs.smartrecruiters.com","logo":"https://logos.yubhub.co/ubisoft2.com.png"},"x-apply-url":"https://jobs.smartrecruiters.com/Ubisoft2/744000109543605-lead-rendering-programmer-f-h-nb-","x-work-arrangement":"onsite","x-experience-level":"senior","x-job-type":"full-time","x-salary-range":null,"x-skills-required":["C++","DX12","Vulkan","HLSL"],"x-skills-preferred":["Leadership","Communication","Problem-solving"],"datePosted":"2026-02-16T23:01:48.378Z","jobLocation":{"@type":"Place","address":{"@type":"PostalAddress","addressLocality":"Annecy, France"}},"employmentType":"FULL_TIME","occupationalCategory":"Engineering","industry":"Technology","skills":"C++, DX12, Vulkan, HLSL, Leadership, Communication, Problem-solving"}]}