Engine / Rendering Engineer (remote)

Posted 11 September 2026
Salary €80-€100k p/a
Job type Permanent
Discipline Immersive & Gaming

Job description


​This is a chance to work deep in Unreal Engine on a new AAA tactical first-person shooter, alongside a team made up of experienced industry veterans.

You’ll be focused on rendering, performance and engine-level optimisation, helping shape how the game performs, scales and looks in production. It’s a highly technical role with real influence over the engine, tooling and optimisation standards used across the wider development team.

If you enjoy solving low-level performance problems, extending Unreal and working closely with art and animation teams, this is the kind of role where you can make a visible impact.

​

What you'll be doing

  • Develop and maintain tools focused on performance and optimisation.

  • Profile and optimise rendering performance in Unreal Engine.

  • Extend and improve Unreal Engine functionality where needed.

  • Build clear optimisation guidelines and workflows for Art and Animation teams.

  • Identify performance bottlenecks across rendering and engine systems.

  • Write clean, modular and maintainable C++ code.

  • Refactor and document existing systems where required.

  • Work closely with artists, animators and other engineers to improve performance without compromising visual quality.

  • Support wider technical decisions around scalability and runtime performance.

​

What we're looking for

  • Strong commercial experience working with Unreal Engine.

  • Excellent C++ skills.

  • Good understanding of game engine and systems architecture.

  • Strong experience with profiling, debugging and optimisation.

  • Comfortable reading, refactoring and documenting complex codebases.

  • Experience working cross-functionally with disciplines such as Art and Animation.

  • Strong communication skills and a collaborative approach.


Nice to have

  • Experience working on realistic multiplayer first-person shooters.

  • Understanding of animation systems and gameplay synchronisation.

  • Knowledge of networked multiplayer and client-server architecture.

  • Familiarity with CI/CD pipelines and version control systems such as Perforce.