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Key skills for this role
Unity’s graphics organisation is responsible for everything between a creator’s scene and the pixels on screen — the render pipelines and the framework they’re built on, the graphics middle layer, lighting, and the shader and visual effects tools creators author in, plus making all of it run well everywhere Unity ships.
Most of the world’s games are made with Unity, so the work has unusual reach: a rendering fix or a performance win here shows up across thousands of titles and billions of devices. It’s also genuinely hard engineering. Real-time graphics is a constraint problem — visual quality against a frame budget, across an enormous range of hardware — and people who get good at it tend to stay, because there’s always another layer.
You’ll join a team based in the UK focused on diagnosing and resolving graphics and performance problems where Unity meets hardware. You’ll be productive on the debugging work early, with the team bringing you up to speed on the specifics. Longer term, you’ll build deep expertise in a specialised area of graphics and work alongside engineers across the wider organisation.
If you like getting to the bottom of difficult problems, this is a good place to do it.
Diagnose graphics and performance issues encountered by developers building with Unity, using GPU debugging and profiling tooling
Work down through the runtime stack to isolate root causes in multithreaded code
Implement and maintain fixes with a focus on clean, maintainable design
Support the team’s work integrating console hardware into Unity, and its delivery commitments across those platforms
Build platform-specific knowledge on the job, with support from experienced platform engineers
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Strong C++
Demonstrable depth in multithreaded systems — not just exposure
Hands-on experience with GPU and graphics debugging and profiling tools (RenderDoc or equivalent), and the ability to pinpoint issues with whatever tooling is available
Sound architectural judgement and maintainable code
Working knowledge of C#
Platform-level graphics work
Graphics debugging and profiling in a constrained-hardware context
Shader writing
A degree in Maths, Computer Science, Physics or similar
This range reflects the anticipated base salary for this position. Beyond base salary, this role may be eligible for equity awards and participation in our company incentive plans (such as annual discretionary bonuses or sales commissions). The final offer amount will depend on several factors, including geographic location and the candidate’s relevant experience, professional background, and skill set.
Develops tools for games and interactive experiences.
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Senior
Onsite
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