Senior Rendering Programmer (Remote/Onsite)
BeamNG GmbH • Romania • United Kingdom
Posted: August 11, 2026
Job Description
Role description
BeamNG is an independent game & software development studio, established in 2013 in Bremen, Germany. We are an international, remote-first team of almost 90 people. Our development focuses on state-of-the-art soft-body physics vehicle simulation, currently available as an early access videogame - BeamNG.drive, and as a stand-alone research platform - BeamNG.tech
To support our ongoing and future development plans, we are looking for an experienced Rendering Programmer with strong C++ expertise and a solid background in real-time rendering. This person should be comfortable working independently within a proprietary engine environment and capable of taking ownership of complex, long-term development projects from concept through to completion.
Technical Responsibilities:
- Immerse yourself in our proprietary C++ game engine and renderer, improving its internals in ways that are typically out of reach when using common engines.
- Work across our graphics backends, including DirectX 11, DirectX 12, Vulkan, and console APIs, ensuring features remain consistent, correct, and performant on every platform we support.
- Implement and improve rendering features end to end.
- Optimize GPU and CPU frame time and memory usage.
- Write simple, maintainable code designed for long-term sustainability.
- Quickly learn new areas of the codebase independently, as required for each task.
- Apply knowledge of linear algebra, vectors, and geometric principles.
- Investigate and resolve GPU vendor-, driver-, and hardware-specific issues reported across a wide range of player hardware.
- Assist with build scripts, library integrations, and continuous integration.
Non-Technical Responsibilities:
- Be active and participate in internal chat conversations, keeping track of those that may affect engine and renderer development.
- Take full ownership of the advancement of your assigned projects with minimal oversight.
- Work closely with artists and technical artists to turn visual goals into something that runs in real time.
- Assist and guide other developers in the right direction, occasionally doing minor code reviews.
- Proven track record of creating or modifying rendering code in a custom or proprietary engine.
- Solid foundation in C++ programming and real-time rendering, with at least 5 years of experience.
- Experience with fundamental multithreading primitives and parallel command recording.
- Hands-on experience with at least one modern graphics API, such as DirectX 12, Vulkan, or a console equivalent, as well as shader authoring in HLSL or GLSL, including compute shaders.
- Strong understanding of the real-time rendering pipeline and GPU hardware, including rasterization, lighting and shadowing, materials, post-processing, synchronization, and resource lifetimes.
- Comprehensive understanding of memory management and optimization strategies for both CPU and GPU.
- Strong mathematical knowledge required for real-time rendering, including linear algebra, vectors and matrices, coordinate spaces, geometry, and color spaces.
- Knowledge of GPU and CPU performance profiling and debugging tools, such as RenderDoc, PIX, Nsight, or vendor profilers.
- Proven ability to take ownership of projects and drive initiatives to successful completion.
- Excellent written and spoken English communication skills; additional languages are a plus
Nice to have
- Experience developing your own custom engine or renderer as a personal or hobby project.
- Experience supporting multiple graphics backends through a shared abstraction layer.
- Console development experience.
- Familiarity with shader compilation toolchains and cross-compilation, such as DXC and SPIR-V, as well as shader permutation systems.
- Willingness to provide programming mentorship and conduct code reviews.
- Proficiency in Linux programming and scripting.
- Knowledge of CI, troubleshooting build issues, and integrating new libraries and platforms.
- VR rendering experience.
Additional Content
Role description
BeamNG is an independent game & software development studio, established in 2013 in Bremen, Germany. We are an international, remote-first team of almost 90 people. Our development focuses on state-of-the-art soft-body physics vehicle simulation, currently available as an early access videogame - BeamNG.drive, and as a stand-alone research platform - BeamNG.tech
To support our ongoing and future development plans, we are looking for an experienced Rendering Programmer with strong C++ expertise and a solid background in real-time rendering. This person should be comfortable working independently within a proprietary engine environment and capable of taking ownership of complex, long-term development projects from concept through to completion.
Technical Responsibilities:
- Immerse yourself in our proprietary C++ game engine and renderer, improving its internals in ways that are typically out of reach when using common engines.
- Work across our graphics backends, including DirectX 11, DirectX 12, Vulkan, and console APIs, ensuring features remain consistent, correct, and performant on every platform we support.
- Implement and improve rendering features end to end.
- Optimize GPU and CPU frame time and memory usage.
- Write simple, maintainable code designed for long-term sustainability.
- Quickly learn new areas of the codebase independently, as required for each task.
- Apply knowledge of linear algebra, vectors, and geometric principles.
- Investigate and resolve GPU vendor-, driver-, and hardware-specific issues reported across a wide range of player hardware.
- Assist with build scripts, library integrations, and continuous integration.
Non-Technical Responsibilities:
- Be active and participate in internal chat conversations, keeping track of those that may affect engine and renderer development.
- Take full ownership of the advancement of your assigned projects with minimal oversight.
- Work closely with artists and technical artists to turn visual goals into something that runs in real time.
- Assist and guide other developers in the right direction, occasionally doing minor code reviews.
- Proven track record of creating or modifying rendering code in a custom or proprietary engine.
- Solid foundation in C++ programming and real-time rendering, with at least 5 years of experience.
- Experience with fundamental multithreading primitives and parallel command recording.
- Hands-on experience with at least one modern graphics API, such as DirectX 12, Vulkan, or a console equivalent, as well as shader authoring in HLSL or GLSL, including compute shaders.
- Strong understanding of the real-time rendering pipeline and GPU hardware, including rasterization, lighting and shadowing, materials, post-processing, synchronization, and resource lifetimes.
- Comprehensive understanding of memory management and optimization strategies for both CPU and GPU.
- Strong mathematical knowledge required for real-time rendering, including linear algebra, vectors and matrices, coordinate spaces, geometry, and color spaces.
- Knowledge of GPU and CPU performance profiling and debugging tools, such as RenderDoc, PIX, Nsight, or vendor profilers.
- Proven ability to take ownership of projects and drive initiatives to successful completion.
- Excellent written and spoken English communication skills; additional languages are a plus
Nice to have
- Experience developing your own custom engine or renderer as a personal or hobby project.
- Experience supporting multiple graphics backends through a shared abstraction layer.
- Console development experience.
- Familiarity with shader compilation toolchains and cross-compilation, such as DXC and SPIR-V, as well as shader permutation systems.
- Willingness to provide programming mentorship and conduct code reviews.
- Proficiency in Linux programming and scripting.
- Knowledge of CI, troubleshooting build issues, and integrating new libraries and platforms.
- VR rendering experience.