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IO Interactive is looking for a skilled Programmer to join our Engine team, working at the intersection of Core Engine systems and Rendering. This role is ideal for a systems-focused programmer who is curious about rendering, deeply interested in performance, and motivated by solving complex optimisation problems across CPU and GPU boundaries. You will not be expected to be a traditional Rendering Programmer with a heavy focus on graphics theory or academic rendering techniques. Instead, you will work on the engine systems that enable rendering performance, scalability, and robustness across platforms.
Job Responsibility:
Work on engine-level systems that directly impact rendering performance, scalability, and stability
Profile, analyse, and optimise performance across CPU and GPU, with a strong focus on real-world bottlenecks
Collaborate closely with Rendering Programmers to improve data flow, memory usage, threading, and execution models
Design and maintain low-level systems that support rendering features such as cloth, crowds, terrain, water, weather, and more
Optimise code paths, data layouts, and resource lifetimes across multiple platforms
Write robust, maintainable C++ code that will live across multiple projects and console generations
Debug complex, cross-system issues where rendering, engine infrastructure, and platform constraints meet
Requirements:
Strong C++ programmer with solid experience in engine or systems-level development
Comfortable working close to the hardware, with a good understanding of CPU and GPU interaction
Experienced with performance profiling, optimisation, and debugging in large-scale codebases
Familiar with rendering concepts and graphics pipelines, but more interested in how systems support rendering than in writing shaders all day
Strong grasp of algorithms, data structures, memory management, and multithreading
Experience working on at least one AAA title, ideally on engine, core, or performance-critical systems