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Mob Entertainment

Senior Rendering Engineer

United States
Senior · Engineering
POSTED 14 OCT
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Role
26 days opentrue age
Posted 14 Oct
Pay
$160k–$210kno pay posted
Market p25–p75
$160k–$210k
United States · n=3913 · 365d to 6 Nov
CompanyMob Entertainment →
6open roles
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C++

Mob Entertainment is a startup multimedia studio that is best known for our hit indie horror game "Poppy Playtime". This franchise is one of the hottest new properties in gaming, and our team is naturally expanding as our ambition expands. To give a taste of our brand's popularity, more than 200 billion YouTube views of Poppy Playtime related content have occurred since the game's launch 6 years ago.

About the Role

Atmosphere and visual fidelity are core to what makes our games work — and as we move into our most ambitious chapter yet, we're looking for a Rendering Engineer to help push the visual bar on Unreal Engine 5. As a Rendering Engineer, you'll work within Core Engineering to build, optimize, and maintain the rendering systems and visual pipelines that define the look and performance of our games. You'll partner with the Lead Engineer, technical artists, and lighting/environment artists to solve rendering problems specific to a dark, atmospheric horror title — from lighting strategy and World Partition workflows to shader work and platform performance targets. This role suits an engineer who's deeply comfortable in Unreal's rendering internals, enjoys the intersection of engineering and art, and wants ownership over how the game actually looks and runs.

What You'll Do

  • Develop, extend, and optimize rendering features and shaders in Unreal Engine 5 (materials, post-process, lighting, custom rendering passes)
  • Own lighting strategy decisions in partnership with environment art and lead engineering — including World Partition, GPU Lightmass, and Lumen/baked lighting tradeoffs
  • Profile and optimize GPU/CPU rendering performance against defined platform targets and fidelity standards
  • Diagnose and resolve rendering bugs, visual artifacts, and platform-specific rendering issues across target hardware
  • Build and maintain internal tooling to support artists and engineers working with rendering systems (profiling visualizers, lighting validation tools, etc.)
  • Collaborate closely with technical artists on shader authoring standards, material complexity budgets, and visual fidelity guardrails
  • Contribute to and help enforce the studio's performance/fidelity standards documentation
  • Work within our Perforce/UGS/Horde pipeline, following team branching and Definition of Done standards
  • Stay current on Unreal Engine rendering roadmap changes (Lumen, Nanite, Substrate, etc.) and evaluate their fit for our production needs

What We're Looking For

  • 7+ years of professional experience as a rendering/graphics engineer, with at least one shipped title using Unreal Engine
  • Strong C++ skills and solid understanding of Unreal's rendering pipeline (RDG, shader compilation, material system, deferred rendering)
  • Experience with HLSL/shader authoring and debugging rendering issues using tools like RenderDoc or Unreal Insights
  • Practical experience with UE5 lighting systems — World Partition, GPU Lightmass, Lumen, and the tradeoffs between them
  • Strong performance-profiling instincts and experience hitting platform-specific frame budgets
  • Comfort working in a structured, multi-team pipeline (Perforce or similar) with defined branching and review processes
  • Ability to communicate rendering constraints and tradeoffs clearly to artists and designers

Nice to Have

  • Experience with Nanite, Substrate, or other newer UE5 rendering features in a production setting
  • Horror/atmospheric-genre experience, particularly with stylized or high-contrast lighting environments
  • Experience building custom rendering tools or editor extensions
  • Console platform rendering/certification experience
  • Technical art background or close collaboration history with technical artists

What We Offer

  • Direct influence over the visual identity of a flagship, high-visibility franchise
  • Close collaboration with engineering leadership and art direction on rendering strategy
  • A collaborative, low-ego engineering culture with strong senior/lead support
  • Competitive salary, benefits, and [PTO/health/etc. — fill in with studio specifics]

Salary Range

Source · Mob EntertainmentFirst seen 7 NovOriginal ↗