Description
We are a small, high-end, transmedia studio focused
on creating visceral experiences people have never had before. We’re currently
working on a performance intensive, next-level VR game that involves
reconciling performance issues / ceilings with non-traditional realtime
aesthetics, procedural audio, and heavy interactive gameplay.
Currently working in Unity with Oculus Rift & HTC Vive.
Responsibilities:
Work with the Creative Director to
research and develop stylized look targets
Work with the Lead Engineer to
optimize the rendering pipeline in a demanding VR environment
Implement rendering features and
simulation algorithms on the GPU
Work with the Audio Engineer to
develop RTPCs (wwise real-time control parameters) that take graphics data and
format it for driving audio
Qualifications and Skills:
At least one shipped console or PC
title
Fluent in C/C++, and C#
Comfortable writing vertex, fragment,
geometry, and compute shaders
Experience working in VR
Experience working with 3D game
engines (Unity3D a big plus)
Experience with 3D graphics APIs
(Direct3D 11+, OpenGL, Gnm, etc.)
Experience with multithreaded
programming
Expert knowledge of rendering
concepts such as level-of-detail, lighting, shadows, and post-processing
Experience optimizing for
performance, latency, and memory using profiling tools (PIX, GCM Replay,
RenderDoc, etc.)
Comfortable manipulating matrix hierarchies
and coordinate systems
Ability to communicate effectively
with non-technical artists and designers