MPG is a co-development and full-development studio that partners with the leading video game studios on their custom engines: new rendering features, high performance and graphics systems that scale across AAA games, real-time simulation and XR. You'll work deep in proprietary codebases on PC, current-gen consoles and Mac, writing low-level engine code against DirectX 12, Vulkan and Metal. No editor scripting, no glue work. This is frame-time engineering of the kind we delivered on Starfield and other technically demanding projects.

  • Demonstrable experience in rendering or engine engineering, shipping rendering systems for AAA, film/VFX, XR or simulation

  • Solid experience with modern C++ and confident shader authoring and debugging (HLSL, MSL or GLSL)

  • Production experience with one of Metal, DirectX 12, Vulkan or GNM/GNMX and the appetite to pick up others

  • Working knowledge of the pipeline: rasterization, compute and an understanding of hardware-accelerated ray tracing

  • Familiarity with modern techniques: PBR, GI, ambient occlusion, volumetrics and post-processing (AA, HDR, tone mapping, motion blur)

  • Comfortable dropping into unfamiliar codebases and making sound technical decisions

  • Solid applied 3D maths, plus technical writing other engineers actually want to read

Bonus Points

  • Practical experience with mesh shading pipelines (DX12, Vulkan, Metal)

  • Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures

  • Exposure to ray tracing or compute-driven rendering

  • Unreal Engine source modifications

What You'll Do

  • Turn the art team's vision into shippable, scalable rendering technology

  • Build and improve high-performance rendering features across PC, console and Mac

  • Profile and resolve GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth

  • Work with modern pipeline techniques: GPU-driven culling, indirect command buffers and bindless architectures

  • Contribute to GPU memory management built on modern API features and memory heaps

  • Extend major engines (including Unreal source) and custom C++ architectures

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