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Principal Graphics Engineer

Scopely

Full-time
Ireland, UK, Spain, Portugal
engineer
architecture
Apply for this position

We are looking for a Principal Graphics Engineer in Ireland, UK, Spain, or Portugal in a hybrid or remote basis. We can support with visa sponsorship from any location.   

We are looking for exceptional technical depth and a passion for solving the hardest rendering problems in real-time games. You will design, implement, and optimize core rendering systems that set the standard for visual quality and performance across our platforms.

We are in the early stages of development on an ambitious, unannounced, cross-platform Strategy/MMO title, creating a team of talented and passionate game makers to join us on this exciting journey!

At Scopely, we care deeply about what we do and want to inspire play, every day — whether in our work environments alongside our talented colleagues or through our deep connections with our communities of players. We are a global team of game lovers who are developing, publishing, and innovating the mobile games industry, connecting millions of people around the world daily.

What You Will Do

  • Architect and implement cutting-edge rendering features with a focus on efficiency for Vulkan (Android) and Metal (iOS), ensuring optimal performance across a wide range of devices.

  • Take technical ownership of GPU-driven geometry systems (clustered/meshlet-based) including visibility, culling, and LOD solutions.

  • Develop and integrate modern lighting and shading pipelines (clustered/tiled lighting, hybrid deferred/forward+, temporal & spatial upscaling).

  • Design, prototype, and optimize real-time global illumination solutions that scale seamlessly from high-end PCs to power-constrained mobile devices, balancing visual fidelity, performance, and memory constraints. Drive the adaptation of GI techniques (e.g., probe grids, SDF tracing, voxel-based GI, screen-space methods) into production-ready systems integrated with the game’s rendering pipeline.

  • Write and optimize high-performance shaders (HLSL/GLSL/MSL) for both power efficiency and visual fidelity.

  • Profile and resolve complex GPU/CPU bottlenecks using advanced tools such as RenderDoc, Perfetto, Xcode GPU Debugger, and Mali/Snapdragon profilers.

  • Design GPU memory layouts, render pass architectures, and submission strategies tailored for tile-based GPU architectures.

  • Pioneer and adapt compute-based rendering techniques, including visibility, culling, and shading workloads optimized for mobile hardware.

  • Collaborate closely with engine and content teams to ensure features are artist-friendly and production-ready.

  • Serve as a technical reference point for rendering best practices and advanced graphics problem-solving.

What We Are Looking For

  • 8–10+ years of graphics programming experience, with deep expertise in real-time rendering on mobile platforms.

  • Expert-level C++ programming skills with a focus on low-level, performance-critical rendering systems.

  • Mastery of Vulkan and/or Metal, with experience writing platform-specific rendering optimizations.

  • Advanced knowledge of Unity’s Scriptable Render Pipeline (SRP) with experience building or heavily customizing SRPs.

  • In-depth understanding of mobile GPU architecture (tiling, bandwidth, parallelism, power constraints).

  • Strong track record of diagnosing and optimizing GPU performance in production environments.

  • Proficiency with compute shader-based rendering pipelines and GPU-driven workflows.

  • Deep understanding of real-time rendering fundamentals (culling, shading, LOD, post-processing).

Bonus Points

  • Experience with UE5’s Nanite/Lumen or equivalent next-gen rendering solutions.

  • Contributions to custom engine rendering systems or low-level graphics frameworks.

  • Published research, talks, or open-source graphics contributions.

  • Multi-platform rendering experience spanning mobile, PC, and console.

 

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About the job

Full-time
Ireland, UK, Spain, Portugal
Posted 1 day ago
engineer
architecture

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Principal Graphics Engineer

Scopely

We are looking for a Principal Graphics Engineer in Ireland, UK, Spain, or Portugal in a hybrid or remote basis. We can support with visa sponsorship from any location.   

We are looking for exceptional technical depth and a passion for solving the hardest rendering problems in real-time games. You will design, implement, and optimize core rendering systems that set the standard for visual quality and performance across our platforms.

We are in the early stages of development on an ambitious, unannounced, cross-platform Strategy/MMO title, creating a team of talented and passionate game makers to join us on this exciting journey!

At Scopely, we care deeply about what we do and want to inspire play, every day — whether in our work environments alongside our talented colleagues or through our deep connections with our communities of players. We are a global team of game lovers who are developing, publishing, and innovating the mobile games industry, connecting millions of people around the world daily.

What You Will Do

  • Architect and implement cutting-edge rendering features with a focus on efficiency for Vulkan (Android) and Metal (iOS), ensuring optimal performance across a wide range of devices.

  • Take technical ownership of GPU-driven geometry systems (clustered/meshlet-based) including visibility, culling, and LOD solutions.

  • Develop and integrate modern lighting and shading pipelines (clustered/tiled lighting, hybrid deferred/forward+, temporal & spatial upscaling).

  • Design, prototype, and optimize real-time global illumination solutions that scale seamlessly from high-end PCs to power-constrained mobile devices, balancing visual fidelity, performance, and memory constraints. Drive the adaptation of GI techniques (e.g., probe grids, SDF tracing, voxel-based GI, screen-space methods) into production-ready systems integrated with the game’s rendering pipeline.

  • Write and optimize high-performance shaders (HLSL/GLSL/MSL) for both power efficiency and visual fidelity.

  • Profile and resolve complex GPU/CPU bottlenecks using advanced tools such as RenderDoc, Perfetto, Xcode GPU Debugger, and Mali/Snapdragon profilers.

  • Design GPU memory layouts, render pass architectures, and submission strategies tailored for tile-based GPU architectures.

  • Pioneer and adapt compute-based rendering techniques, including visibility, culling, and shading workloads optimized for mobile hardware.

  • Collaborate closely with engine and content teams to ensure features are artist-friendly and production-ready.

  • Serve as a technical reference point for rendering best practices and advanced graphics problem-solving.

What We Are Looking For

  • 8–10+ years of graphics programming experience, with deep expertise in real-time rendering on mobile platforms.

  • Expert-level C++ programming skills with a focus on low-level, performance-critical rendering systems.

  • Mastery of Vulkan and/or Metal, with experience writing platform-specific rendering optimizations.

  • Advanced knowledge of Unity’s Scriptable Render Pipeline (SRP) with experience building or heavily customizing SRPs.

  • In-depth understanding of mobile GPU architecture (tiling, bandwidth, parallelism, power constraints).

  • Strong track record of diagnosing and optimizing GPU performance in production environments.

  • Proficiency with compute shader-based rendering pipelines and GPU-driven workflows.

  • Deep understanding of real-time rendering fundamentals (culling, shading, LOD, post-processing).

Bonus Points

  • Experience with UE5’s Nanite/Lumen or equivalent next-gen rendering solutions.

  • Contributions to custom engine rendering systems or low-level graphics frameworks.

  • Published research, talks, or open-source graphics contributions.

  • Multi-platform rendering experience spanning mobile, PC, and console.

 

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