Graphics Programmer
Writes the code that puts a frame on screen: shaders, rendering pipelines and the performance work that keeps a scene inside its budget.
A Graphics Programmer owns the part of the engine that turns a scene into pixels. The work runs from shaders and lighting or post-processing passes to the renderer itself, and it is measured against a frame budget: every feature has to fit into the milliseconds a target platform allows. That makes profiling part of the daily job rather than a final step, usually with GPU capture tools alongside the engine's own instrumentation.
The skills asked for in these postings are consistent: C++ close to the hardware, shader programming, and a working knowledge of a graphics API such as DirectX, Vulkan or Metal. Experience with one platform's quirks counts, because the same renderer behaves differently on console, desktop and mobile.
The neighbouring roles overlap but are not the same. An Engine Programmer covers the whole engine, of which rendering is one system; a Technical Artist works on the content side of the same pipeline, building shaders and tools for artists to use. A Graphics Programmer sits between them and is responsible for how the image is produced.
Where these positions are: Brighton (1 position)
Open positions for Graphics Programmer (1)
