SENIOR GRAPHICS PROGRAMMER
This is an opportunity to play a crucial role in our small but efficient code team. Reporting to Jonny Hopper (Co-Founder, Technical Director), you’ll be working closely with him and Adam Sibbick (Art Director) to make our game beautiful. We need shaders! We need performance! We need the box of clever tricks hidden inside your wizard coat. And we need it all in our home-grown close-to-the-metal engine.
Coding WorkflowWe use C++ for the majority of our dev work, but it is often more data-oriented than object-orientated. No complex inheritance hierarchies, template metaprogramming or bleeding edge features that add compile time and reduce readability. We'll still use any feature that makes dev easier, but not at the cost of expensive code maintenance or excessive compilation time.
We use external libraries where appropriate, but where there isn’t one available, for reasons of speed, robustness or feature set, we will roll our own. This lets us concentrate on the features and toolsets our asset creators genuinely need, keeping development as friction free as we can make it:
The entire codebase builds for debug in under 4 minutes and a single code file change will rebuild in under 5 seconds.
Rebuilding assets, including all shaders, takes around 25 minutes and it's a rare occasion that rebuilding from scratch is required.
Hot reloading means you only occasionally have to restart the game when game assets or data are updated.
These are all times we’d like to lower and “rare occasions” we’d love to turn into “nevers”. Maybe you can help!
FROM DAY ONE WE WOULD LIKE YOU TO:
Think creatively about how to push the game’s visual bar and blow our minds.
Enthusiastically jump into our existing codebase and take ownership over key graphics and pipeline features.
Work closely with Adam, our Art Director, to deliver on the game’s visual direction.
IN SIX MONTHS YOU WILL BE:
Pivotal to the success of the game, having specced and delivered key visual and pipeline technology
A central, supportive member of our small team
THE IDEAL CANDIDATE WOULD:
Have 5 + years' experience as a Rendering Engineer
Have a deep love of real time graphics
Know lots about performance tuning and optimisation
Come armed with a strong technical background, where your intuition to the ‘what’ is backed up by the ‘why’.
Show willingness to do all the things, in order to Get Them Done.
Be at C++ Level: Brilliant, but not so Brilliant you use template metaprogramming, traits and std::range all the time.
ADVANTAGEOUS QUALITIES:
An artistic eye married with an ability to express that in code
Shipped a game as part of a team
Experience delivering a cross-platform project
Not super-fussed about Object Oriented design
A FEW MORE BITS:
This is an opportunity for you to make a significant contribution not only to the game but to our team and the company. Everyone at Glowmade has a voice, and it’s important to us that you feel empowered and are given the time and space to use it.
Everyone has something to teach and a willingness to learn, but we understand that even the best people slip up and our focus is on improving our processes by openly talking about our mistakes. We respect people's personal time and have an anti-crunch policy. So long as you don't check in untested code on the Friday evening of milestone week, we won't expect you to work outside your normal hours. However, if you do have time to spare, we have frequent after work activities, including Magic The Gathering, poker, RPGs, miniature painting, karaoke and the ever present pub.
We’re based in Guildford, UK, and are interested in both onsite and remote candidates. We offer competitive wages and are an actively equal opportunities employer. If all of the above sounds exciting and you think you can fill this pivotal role, please get in touch.
HOW TO APPLY:
For questions please get in touch: jobs@glowmade.com
All applicants should provide examples of their work via a website, blog, email, or online album to be considered for this position.