Description & Requirements
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.
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 & 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 develoSp 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.
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
COMPENSATION AND BENEFITS
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).
PAY RANGES
British Columbia (depending on location e.g. Vancouver vs. Victoria) *$138,700 - $199,900 CAD
In British Columbia, we offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, paid top-up to EI/QPIP benefits up to 100% of base salary when you welcome a new child (12 weeks for maternity, and 4 weeks for parental/adoption leave), extended health/dental/vision coverage, life insurance, disability insurance, retirement plan to regular full-time employees. Certain roles may also be eligible for bonus and equity.
About Electronic Arts
We’re proud to have an extensive portfolio of games and experiences, locations around the world, and opportunities across EA. We value adaptability, resilience, creativity, and curiosity. From leadership that brings out your potential, to creating space for learning and experimenting, we empower you to do great work and pursue opportunities for growth.
We adopt a holistic approach to our benefits programs, emphasizing physical, emotional, financial, career, and community wellness to support a balanced life. Our packages are tailored to meet local needs and may include healthcare coverage, mental well-being support, retirement savings, paid time off, family leaves, complimentary games, and more. We nurture environments where our teams can always bring their best to what they do.
Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. We will also consider employment qualified applicants with criminal records in accordance with applicable law. EA also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.
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Requirements
No specific requirements listed.