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Lucasfilm | ADG

San Francisco, California - United States
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Rendering/Graphics Engineer

Description

The Lucasfilm Advanced Development Group (ADG) is looking for a Rendering/Graphics Engineer to join our team in our San Francisco OR Vancouver locations.

ADG develops tools and techniques for high-fidelity computer graphics and simulation. Our goal is to expand and enhance creative storytelling in the Star Wars universe through real-time rendering of film-quality imagery. Our work can also be seen powering many of the ILMxLAB immersive experiences.

As a Rendering/Graphics Engineer you will develop new techniques for real-time rendering, deliver tools and technology that empower storytellers, and collaborate with our sister company, Industrial Light & Magic, to leverage existing knowledge and solutions. You will set new bars for what can be achieved with real-time rendering.

• Investigate, prototype, and implement solutions for high-fidelity, real-time rendering.
• Extend and create solutions for lighting, VFX, post-processing.
• Work with artists and senior engineers to develop and implement their vision for rendering features and workflow.
• Work with the production and engineering teams to plan and manage tasks and schedules effectively.
• Collaborate with other engineers to form a highly productive team.


Education / Experience:
• Education: Bachelor's Degree in Computer Science, Engineering, or Scientific discipline. Advanced degree preferred.
• 3+ years professional experience as a software engineer in games and/or rendering.

Required Skills / Competencies:
• Excellent 3D math skills (linear algebra, vector math).
• Hands on, professional experience with implementing real-time rendering features.
• Strong knowledge of C/C++ programming languages.
• Experience using industry standard graphics APIs (DirectX, OpenGL, etc.) and shader languages (HLSL/GLSL/Cg).
• Self-motivated individual with excellent problem solving skills.
• Ability to quickly learn and then implement new techniques.

Preferred Skills / Competencies:
• Experience owning one or more aspects of the rendering systems on a shipped game.
• Experience with physically based rendering solutions.
• Experience with Compute Shaders.

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