Senior Rendering Engineer - MPG - Fully remote from the UK or the EU
Climax Studios • United Kingdom
Posted: June 15, 2026
Job Description
MPG is a co-development and full-development studio that partners with the leading video game studios on their custom engines: new rendering features, high performance and graphics systems that scale across AAA games, real-time simulation and XR. You'll work deep in proprietary codebases on PC, current-gen consoles and Mac, writing low-level engine code against DirectX 12, Vulkan and Metal. No editor scripting, no glue work. This is frame-time engineering of the kind we delivered on Starfield and other technically demanding projects.
MPG is a co-development and full-development studio that partners with the leading video game studios on their custom engines: new rendering features, high performance and graphics systems that scale across AAA games, real-time simulation and XR. You&...● Demonstrable experience in rendering or engine engineering, shipping rendering systems for AAA, film/VFX, XR or simulation
● Solid experience with modern C++ and confident shader authoring and debugging (HLSL, MSL or GLSL)
● Production experience with one of Metal, DirectX 12, Vulkan or GNM/GNMX and the appetite to pick up others
● Working knowledge of the pipeline: rasterization, compute and an understanding of hardware-accelerated ray tracing
● Familiarity with modern techniques: PBR, GI, ambient occlusion, volumetrics and post-processing (AA, HDR, tone mapping, motion blur)
● Comfortable dropping into unfamiliar codebases and making sound technical decisions
● Solid applied 3D maths, plus technical writing other engineers actually want to read
Bonus Points
● Practical experience with mesh shading pipelines (DX12, Vulkan, Metal)
● Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures
● Exposure to ray tracing or compute-driven rendering
● Unreal Engine source modifications
What You'll Do
● Turn the art team's vision into shippable, scalable rendering technology
● Build and improve high-performance rendering features across PC, console and Mac
● Profile and resolve GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth
● Work with modern pipeline techniques: GPU-driven culling, indirect command buffers and bindless architectures
● Contribute to GPU memory management built on modern API features and memory heaps
● Extend major engines (including Unreal source) and custom C++ architectures
Additional Content
MPG is a co-development and full-development studio that partners with the leading video game studios on their custom engines: new rendering features, high performance and graphics systems that scale across AAA games, real-time simulation and XR. You'll work deep in proprietary codebases on PC, current-gen consoles and Mac, writing low-level engine code against DirectX 12, Vulkan and Metal. No editor scripting, no glue work. This is frame-time engineering of the kind we delivered on Starfield and other technically demanding projects.
MPG is a co-development and full-development studio that partners with the leading video game studios on their custom engines: new rendering features, high performance and graphics systems that scale across AAA games, real-time simulation and XR. You&...● Demonstrable experience in rendering or engine engineering, shipping rendering systems for AAA, film/VFX, XR or simulation
● Solid experience with modern C++ and confident shader authoring and debugging (HLSL, MSL or GLSL)
● Production experience with one of Metal, DirectX 12, Vulkan or GNM/GNMX and the appetite to pick up others
● Working knowledge of the pipeline: rasterization, compute and an understanding of hardware-accelerated ray tracing
● Familiarity with modern techniques: PBR, GI, ambient occlusion, volumetrics and post-processing (AA, HDR, tone mapping, motion blur)
● Comfortable dropping into unfamiliar codebases and making sound technical decisions
● Solid applied 3D maths, plus technical writing other engineers actually want to read
Bonus Points
● Practical experience with mesh shading pipelines (DX12, Vulkan, Metal)
● Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures
● Exposure to ray tracing or compute-driven rendering
● Unreal Engine source modifications
What You'll Do
● Turn the art team's vision into shippable, scalable rendering technology
● Build and improve high-performance rendering features across PC, console and Mac
● Profile and resolve GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth
● Work with modern pipeline techniques: GPU-driven culling, indirect command buffers and bindless architectures
● Contribute to GPU memory management built on modern API features and memory heaps
● Extend major engines (including Unreal source) and custom C++ architectures