Graphics Engineer
- DX12/Vulkan/Metal, frame graph, async compute
- Shader pipelines and tooling
C++ core, hot-reload scripting, GPU-driven pipelines, ECS with job graph.
Rollback, input prediction, snapshot delta compression, relay fallbacks.
Node-based VFX, deterministic level baking, CI builds, per-commit perf budgets.
We build action-first experiences with readable systems and tight input timing. Prototypes ship in days. Every loop is profiled against budgeted milliseconds. Camera rules, combat timing, and UI latency are measured and enforced in CI.
Our stack favors clarity: modern C++, an ECS with a job graph, GPU-driven rendering, and authoring tools that hot-reload everything. Designers iterate in source-controlled assets with deterministic baking so builds stay reproducible across contributors and cloud agents.
We are remote-first with hubs for frequent playtests. We target stable 60/120 FPS, accessibility from the outset, and cross-device persistence. Telemetry stays respectful and opt-in. When tradeoffs appear, we pick frame time, readability, and player comprehension.
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