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Senior Software Engineer - GPU Capture and Replay
Это исключительная возможность работать в Advanced Technology Group (ATG) над ключевыми технологиями PlayStation. Высокий балл обусловлен престижем компании, уникальностью задач и влиянием на всю игровую индустрию.
Сложность вакансии
Роль требует глубоких знаний C++, архитектуры GPU и опыта работы с консольными API. Высокая сложность обусловлена необходимостью разработки низкоуровневых инструментов отладки и профилирования, что требует исключительных навыков решения проблем.
Анализ зарплаты
Зарплата для Senior-позиций в Лондоне в сфере системного программирования и GameDev обычно начинается от £80,000 и может превышать £110,000 для узких специалистов. Sony предлагает конкурентные условия, соответствующие уровню Tier-1 компаний.
Сопроводительное письмо
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Присоединяйтесь к команде PlayStation и создавайте инструменты, которыми будут пользоваться лучшие игровые студии мира!
Описание вакансии
Why PlayStation?
PlayStation isn’t just the Best Place to Play — it’s also the Best Place to Work. Today, we’re recognized as a global leader in entertainment producing The PlayStation family of products and services including PlayStation®5, PlayStation®4, PlayStation®VR, PlayStation®Plus, acclaimed PlayStation software titles from PlayStation Studios, and more.
PlayStation also strives to create an inclusive environment that empowers employees and embraces diversity. We welcome and encourage everyone who has a passion and curiosity for innovation, technology, and play to explore our open positions and join our growing global team.
The PlayStation brand falls under Sony Interactive Entertainment, a wholly-owned subsidiary of Sony Group Corporation.
About the Advanced Technology Group
The Advanced Technology Group (ATG) is a part of Foundational Systems and Experiences Engineering (FSEE) within the Platform Business Group. Established over 20 years ago as part of PlayStation®’s first-party game development studios, ATG has always focused on helping game developers get the most out of PlayStation® hardware - a mission that continues to this day. As a team, we are responsible for large parts of the graphics software stack used by all PlayStation® games, and collaborate with leading engineering teams worldwide, from game developers to hardware vendors, to deliver key platform technologies.
What you’ll be doing
- You will be working on Razor GPU, a GPU performance analysis and debugging tool, for current and future PlayStation® platforms.
- You will be developing GPU Capture and Replay technology, which allows GPU commands, shaders and resources to be captured, analysed and later reinstated, so that graphics frames can be re-executed on the GPU independently from the running game.
- You will be developing profiling and debugging features upon this core technology, to help game developers worldwide to realize their creative vision and push PlayStation® hardware to its limits.
- You will be developing internal features used by platform software and hardware teams, to help build and improve the PlayStation® graphics software stack, as well as diagnose low-level platform issues.
- You will collaborate with game developers and platform engineers to gain a deep understanding of their needs, with a view to creating efficient, reliable and scalable tools, which are a joy to use for entrynew -level and deeply technical engineers alike.
This is a unique senior engineering role at the heart of PlayStation® GPU technology, where you will work within a highly experienced technologytechnical-driven team. We are looking for developers who are passionate about their craft, the products they build, and who would like to make a lasting impact on the PlayStation® graphics software stack, its tooling, and future.
What we are looking for
- Strong problem-solving skills, including the ability to design and implement highly reliable performant systems in C++.
- Strong debugging skills, including the ability to understand and reason about complex systems, as well as unpick their interactions.
- Experience developing on consoles, particularly using console graphics and memory management APIs.
- An interest in GPU architecture and low-level graphics engineering.
- Experience using GPU profiling and debugging tools.
- An eagerness to learn and take responsibility of features end-to-end, from building core systems, to influencing end-user UX design.
Please note, Sony Interactive Entertainment conducts background checks at the offer stage for all new employees (which may include criminal background checks for some roles) and will need to process personal information to support these checks.
Please refer to our Candidate Privacy Notice for more information about what personal information we collect, how we use it, who we share it with, and your data protection rights.
Equal Opportunity Statement:
Sony is an Equal Opportunity Employer. All persons will receive consideration for employment without regard to gender (including gender identity, gender expression and gender reassignment), race (including colour, nationality, ethnic or national origin), religion or belief, marital or civil partnership status, disability, age, sexual orientation, pregnancy, maternity or parental status, trade union membership or membership in any other legally protected category.
We strive to create an inclusive environment, empower employees and embrace diversity. We encourage everyone to respond.
PlayStation is a Fair Chance employer and qualified applicants with arrest and conviction records will be considered for employment.
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Навыки
- C++
- Memory Management
- Debugging
- Systems Programming
- GPU Architecture
- Graphics API
- Profiling Tools
Возможные вопросы на собеседовании
Проверка понимания работы графического конвейера и инструментов отладки.
Как бы вы реализовали захват состояния GPU (capture) для кадра, учитывая зависимости между ресурсами и командами?
Оценка навыков оптимизации и работы с памятью на консолях.
Какие стратегии управления памятью наиболее критичны при разработке инструментов, которые должны работать параллельно с игрой, не нарушая её производительность?
Проверка владения C++ в контексте системного программирования.
Расскажите о самом сложном баге, связанном с многопоточностью или памятью, который вы отладили в C++. Какие инструменты вы использовали?
Оценка знаний архитектуры GPU.
В чем разница между immediate-mode и tile-based архитектурами GPU с точки зрения реализации захвата и воспроизведения команд?
Проверка умения проектировать инструменты для других разработчиков.
Как вы балансируете между предоставлением глубоких технических данных и удобством интерфейса (UX) в инструментах профилирования?
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