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Senior Graphics Engineer - Shader system team
Работа в топовой технологической компании над продуктом мирового уровня. Отличные возможности для профессионального роста в сфере графики, хотя отсутствие релокации может быть минусом для некоторых кандидатов.
Сложность вакансии
Роль требует глубоких знаний в области компиляторов шейдеров, низкоуровневых графических API и архитектуры движков. Высокая планка ответственности из-за огромной базы пользователей Unity.
Анализ зарплаты
Зарплата для Senior Graphics Engineer в Брайтоне обычно выше среднего по рынку Великобритании из-за узкой специализации. Unity традиционно предлагает конкурентоспособные пакеты, включающие акции (RSU).
Сопроводительное письмо
I am writing to express my strong interest in the Senior Graphics Engineer position within the Shader Systems team at Unity. With a deep background in C++ and extensive experience working with modern shader languages like HLSL and GLSL, I have spent my career optimizing rendering pipelines and solving complex cross-platform graphics challenges. The opportunity to contribute to a shader tech stack that powers billions of devices is incredibly motivating, and I am eager to bring my expertise in shader compilers and runtime variant handling to your world-class team.
Throughout my professional journey, I have focused on building performant systems and improving developer workflows. I am particularly impressed by Unity's commitment to balancing high-end quality with wide device reach. My familiarity with modern engine architectures and intermediate languages like SPIR-V and DXIL aligns perfectly with the technical requirements of this role. I am confident that my collaborative mindset and passion for graphics innovation will allow me to make a significant impact on the Unity engine and its global community of creators.
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Откликнитесь в unity3d уже сейчас
Присоединяйтесь к команде Unity и создавайте технологии, которые используют миллионы разработчиков по всему миру!
Описание вакансии
The opportunity
Unity Graphics is on a mission to rapidly advance innovation across our entire graphics stack, delivering the perfect balance of performance, quality, and the widest possible device reach. As a Senior Graphics Engineer on the Shader Systems team, you will be an integral part of collaborating with others within Unity Graphics to improve tooling and workflows for graphics engineers and shader authors. This position will see you tackle problems across our shader tech stack, from runtime variant handling to supporting our cross-platform shader compiler systems and building new ways for developers to define and improve their shader workflows.
With the Unity runtime being installed on over 3.5 billion devices worldwide, this is a unique opportunity to shape the developer experience of the most widely used game engine in the world.
What you'll be doing
- Develop, build and maintain high-quality and performant systems for managing and compiling shaders
- Help maintain our shader systems by diagnosing and fixing bugs, ensuring stability and reliability for our users whilst improving performance, testability and stability.
- Work with multi-functional teams to bring new engine features to all platforms
- Enable Unity shaders to work across platforms, render pipelines, and performance levels
What we're looking for
- Demonstrated programming skills in C++ and experience of modern shader languages (HLSL/GLSL/Slang)
- Knowledge of real-time 3D graphics concepts and modern graphics APIs.
- Ability to collaborate with developers, customers, and leadership, both verbally and via documentation
- Someone who thrives in a diverse, distributed team and is motivated to help our entire developer community succeed.
You might also have
- Understanding of modern engine systems, rendering architectures and experience of working on real-world productions or large multi-platform engines
- Understanding of modern shader compilers (DXC, Slang), IL such as DXIL and SPIR-V or shading languages such as HLSL/GLSL/MSL/Slang.
- Familiarity with the Unity engine, C# programming, and writing production shaders
- Familiarity with asset management, import, and build pipelines
- Familiarity with performance profiling and a performance by default mindset
Additional information
- Relocation support is not available for this position
- Work visa/immigration sponsorship is not available for this position
Life at Unity
Unity is a proud equal opportunity employer. We are committed to fostering an inclusive, innovative environment and celebrate our employees across age, race, color, ancestry, national origin, religion, disability, sex, gender identity or expression, sexual orientation, or any other protected status in accordance with applicable law. Our differences are strengths that enable us to support the growing and evolving needs of our customers, partners, and collaborators. If you have a disability that means there are preparations or accommodations we can make to help ensure you have a comfortable and positive interview experience, please fill out this form to let us know.
This position requires the incumbent to have a sufficient knowledge of English to have professional verbal and written exchanges in this language since the performance of the duties related to this position requires frequent and regular communication with colleagues and partners located worldwide and whose common language is English.
Headhunters and recruitment agencies may not submit resumes/CVs through this website or directly to managers. Unity does not accept unsolicited headhunter and agency resumes. Unity will not pay fees to any third-party agency or company that does not have a signed agreement with Unity.Your privacy is important to us. Please take a moment to review ourProspect andApplicant Privacy Policies. Should you have any concerns about your privacy, please contact us at DPO@unity.com.
#SEN #LI-MC1
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Навыки
- C++
- HLSL
- Vulkan
- Unity
- GLSL
- Shader Programming
- Metal
- DirectX
- SPIR-V
- Slang
- DXIL
Возможные вопросы на собеседовании
Проверка понимания того, как шейдеры работают на разных платформах.
Как бы вы организовали систему управления вариантами шейдеров (shader variants), чтобы минимизировать время компиляции и потребление памяти на мобильных устройствах?
Оценка знаний современных стандартов и промежуточных представлений.
В чем заключаются основные различия между SPIR-V и DXIL, и какие сложности возникают при кросс-компиляции между ними?
Проверка навыков оптимизации производительности.
Опишите ваш подход к профилированию производительности шейдеров. Какие инструменты и метрики вы считаете наиболее важными?
Оценка опыта работы с C++ в контексте графики.
Расскажите о наиболее сложной архитектурной проблеме, с которой вы столкнулись при разработке графических систем на C++, и как вы её решили.
Проверка понимания жизненного цикла ассетов.
Как эффективно интегрировать систему компиляции шейдеров в ассет-пайплайн крупного движка для обеспечения быстрой итерации разработчиков?
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