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Informazioni generali

Località: Stockholm, Stockholm County, Sweden 
ID del ruolo
211634
Tipo di dipendente
Regular Employee
Studio/Reparto
CT - Frostbite
Modalità di lavoro flessibile
Hybrid

Descrizione e requisiti

Electronic Arts crea esperienze di intrattenimento di livello superiore che ispirano giocatori e fan in tutto il mondo. Qui, tutti fanno parte della storia. Parte di una comunità che si connette in tutto il mondo. Un luogo dove la creatività prospera, vengono stimolate nuove prospettive e le idee contano. Una squadra in cui tutti possono giocare.

Come join the Frostbite Rendering team to work directly on the Render Come join the Frostbite Rendering team to work directly on the Render 

Frostbite is EA’s state-of-the-art multi-platform game development engine. Our global team empowers game creators to shape the future of gaming by developing creative engine features and outstanding tools. We are honored to have thousands of game developers all over the world using Frostbite to create some of the most amazing games and player experiences in the industry.

Come join the Frostbite Rendering team to work directly on the Render Hardware Abstraction Layer of the Frostbite engine.   We develop the rendering backends for current and future platforms.  The team is currently split between Orlando and Vancouver. We work closely with our “customers”, Rendering Engineers, to ensure consistent performance and quality across our supported platforms.  We hope you will join our team to push the rendering technology that drives the Frostbite Renderer forward and contribute to the success of some of the industry’s biggest titles.

Responsibilities

  • Develop and maintain cross-platform graphics hardware abstraction layer for the Frostbite Engine.
  • Develop and maintain tools to ensure high quality experience for render engineers using Frostbite.
  • Work closely with game team engineers and the Frostbite rendering team to enable and deliver new rendering features.
  • Define and drive low level performance profiling and optimization initiatives on multiple platforms.

Qualifications

  • Bachelor Degree in Computer Science, Math or related field
  • Strong C++ knowledge with at least 7 years of professional programming experience in real-time rendering
  • Experience working in rendering for multiple shipped titles on current-generation consoles (PS5, XBSX, PC)
  • Knowledgeable of modern cpu/gpu hardware architecture
  • Significant experience using a low-level graphics API (DX12, Vulkan, console, etc)
  • Significant experience with Graphics Debugging Tools (Pix, Renderdoc, console, etc)
  • Deep understanding of memory management and multi-threading with related debugging and optimization experience

Bonus Qualifications

  • Professional experience working on Device Drivers
  • Professional experience developing graphics debugging tools / utilities / visualizers
  • Ability to develop shaders in HLSL or GLSL
  • Test-driven development experience
  • Significant experience using source control systems (p4, git) in large code bases

Performance Competencies (Non-Technical Skills)

  • Attention to detail with respect to correctness and testability, beyond what is normally expected of code that might ship in one game or in one studio
  • A drive for continuous improve to development processes and productivity
  • Humble, eager to learn more and thrives in a learning culture
  • Strong written and verbal communication skills


Hardware Abstraction Layer of the Frostbite engine.  We develop the 
rendering backends for current and future platforms.  The team is currently
split between Stockholm, Orlando & Vancouver. We work closely with our 
"customers", Rendering Engineers, to ensure consistent performance and 
quality across our supported platforms.  We hope you will join our team to 
push the rendering technology that drives the Frostbite Renderer forward 
and contribute to the success of some of the industry’s biggest titles.
 Responsibilities
Develop and maintain cross-platform graphics hardware abstraction 
layer for the Frostbite Engine.
Develop and maintain tools to ensure high quality experience for 
render engineers using Frostbite.
Work closely with game team engineers and the Frostbite rendering 
team to enable and deliver new rendering features.
Define and drive low level performance profiling and optimization 
initiatives on multiple platforms.
 Qualifications
Strong C++ knowledge with at least 7 years of professional 
programming experience in real-time rendering
Experience working in rendering for multiple shipped titles on 
current-generation consoles (PS5, XBSX, PC)
Knowledgeable of modern cpu/gpu hardware architecture
Significant experience using a low-level graphics API (DX12, Vulkan, 
console, etc)
Significant experience with Graphics Debugging Tools (Pix, 
Renderdoc, console, etc)
Deep understanding of memory management and multi-threading 
with related debugging and optimization experienceHardware Abstraction Layer of the Frostbite engine.  We develop the 
rendering backends for current and future platforms.  The team is currently
split between Stockholm, Orlando & Vancouver. We work closely with our 
"customers", Rendering Engineers, to ensure consistent performance and 
quality across our supported platforms.  We hope you will join our team to 
push the rendering technology that drives the Frostbite Renderer forward 
and contribute to the success of some of the industry’s biggest titles.
 Responsibilities
Develop and maintain cross-platform graphics hardware abstraction 
layer for the Frostbite Engine.
Develop and maintain tools to ensure high quality experience for 
render engineers using Frostbite.
Work closely with game team engineers and the Frostbite rendering 
team to enable and deliver new rendering features.
Define and drive low level performance profiling and optimization 
initiatives on multiple platforms.
 Qualifications
Strong C++ knowledge with at least 7 years of professional 
programming experience in real-time rendering
Experience working in rendering for multiple shipped titles on 
current-generation consoles (PS5, XBSX, PC)
Knowledgeable of modern cpu/gpu hardware architecture
Significant experience using a low-level graphics API (DX12, Vulkan, 
console, etc)
Significant experience with Graphics Debugging Tools (Pix, 
Renderdoc, console, etc)
Deep understanding of memory management and multi-threading 
with related debugging and optimization experience



Su Electronic Arts
Siamo orgogliosi di avere un ampio catalogo di giochi ed esperienze, sedi in tutto il mondo e opportunità in tutta EA. Diamo valore a adattabilità, resilienza, creatività e curiosità. Dalla leadership che esalta il tuo potenziale alla creazione di spazi per l'apprendimento e la sperimentazione, ti incoraggiamo a fare grandi lavori e a perseguire le opportunità di crescita.

Adottiamo un approccio olistico per i nostri programmi di benefit, enfatizzando il benessere fisico, emotivo, finanziario, lavorativo e collettivo a sostegno di una vita equilibrata. I nostri pacchetti sono pensati per soddisfare le esigenze locali e possono includere copertura sanitaria, assistenza per la salute mentale, risparmi per la pensione, permessi retribuiti, congedi familiari, giochi gratuiti e altro ancora. Creiamo ambienti in cui i nostri team possono sempre dare il meglio in ciò che fanno.

Electronic Arts è un datore di lavoro che rispetta le pari opportunità. Tutte le decisioni di impiego sono prese senza tenere conto di razza, colore, origine nazionale, discendenza, sesso, genere, identità o espressione di genere, orientamento sessuale, età, informazioni genetiche, religione, disabilità, condizione medica, gravidanza, stato civile, stato familiare, stato di veterano, o qualsiasi altra caratteristica protetta dalla legge. In conformità con le leggi vigenti, prendiamo in considerazione anche i candidati qualificati con precedenti penali. EA rende inoltre disponibili strutture lavorative per persone qualificate con disabilità, come richiesto dalle leggi vigenti.