Senior Rendering Engineer

AGBORaleigh, NC

About The Position

AGBO is looking for a Senior Rendering Engineer to join the team and sit at the intersection of cinematic storytelling and real-time technology, pushing the visual boundaries of what's possible in interactive experiences tied to some of the most ambitious IP in entertainment. This is a rare opportunity to bring film-quality artistry to interactive platforms, working alongside world-class creators who demand — and reward — excellence. If you're driven by the challenge of making real-time graphics feel like they belong on a cinema screen, this role was built for you.

Requirements

  • 7+ years of professional experience in real-time rendering engineering within games, interactive entertainment, or a related field, with a strong portfolio of shipped titles or interactive experiences
  • Demonstrated experience owning rendering architecture end-to-end -- not just implementing features, but making and defending the foundation technical decisions a team builds on
  • Deep expertise in graphics APIs (Vulkan, DirectX 12, Metal, or OpenGL) and a solid command of at least one major real-time engine such as Unreal Engine 5, including experience working at the engine/renderer level
  • Mastery of c++ and shader languages (HLSL,GLSL, WGSL) with a track record of writing and reviewing high-performance, maintainable, production-grade rendering code at scale
  • Proven experience with advanced rendering techniques — physically-based rendering, deferred rendering, temporal anti-aliasing, screen-space effects, and/or ray tracing — and the ability to architect these systems from the ground up
  • Strong communication and collaboration skills, with a track record of working effectively in multidisciplinary teams and translating complex technical concepts for non-engineering stakeholders in a fast-moving, creative production environment

Responsibilities

  • Own the technical vision and architecture for the entire rendering pipeline, making high-stakes tradeoffs between visual fidelity, performance, and platform constraints that shape the project's creative direction
  • Set the technical bar for advanced rendering techniques -- global illumination, ray tracing, physically-based shading, post-processing, and VFX integration -- evaluating academic and industry research and determining what translates to shippable, production-ready features
  • Partner closely with Art and Technical Art leadership to define material workflows, lighting standards, and asset pipelines, directly shaping how the project balances visual ambition against hardware reality
  • Architect and own the rendering pipeline for real-time interactive experiences, designing systems that deliver cinematic visual fidelity at performance targets across target platforms
  • Design, implement, and optimize rendering systems including lighting, geometry, materials, shaders, and post-processing pipelines
  • Represent the studio's rendering technology point of view externally and internally -- evaluating emerging API's, hardware capabilities, and platform-specific features, and building the case for adoption where it serves project goals.
  • Research, prototype, and implement advanced rendering techniques — including global illumination, ray tracing, physically-based shading, post-processing, and VFX integration — translating cutting-edge academic and industry work into shippable features
  • Collaborate closely with Art and Technical Art teams to define material workflows, lighting standards, and asset pipelines that maximize visual quality within hardware constraints
  • Contribute to engine-level tooling and editor workflows, building or extending rendering tools that empower artists and designers to iterate faster and with greater creative freedom
  • Partner with cross-functional leads in engineering, production, and creative to scope rendering features, communicate technical tradeoffs, and align on priorities across the project lifecycle
  • Stay ahead of the curve by evaluating emerging APIs, hardware capabilities (e.g., DirectX 12 Ultimate, Vulkan, Metal), and platform-specific rendering features, advocating for their adoption where they serve project goals
  • Perform all other duties as assigned
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