This is an opportunity to play a crucial role in our small but efficient code team. Reporting to Jonny Hopper (Co-Founder, Technical Director), you’ll be working closely with him and Adam Sibbick (Art Director) to make our game beautiful. We need shaders! We need performance! We need the box of clever tricks hidden inside your wizard coat. And we need it all in our home-grown close-to-the-metal engine.

CODING WORKFLOW

We use C++ for the majority of our dev work, but it is often more data-oriented than object-orientated. No complex inheritance hierarchies, template metaprogramming or bleeding edge features that add compile time and reduce readability. We’ll still use any feature that makes dev easier, but not at the cost of expensive code maintenance or excessive compilation time.

We use external libraries where appropriate, but where there isn’t one available, for reasons of speed, robustness or feature set, we will roll our own. This lets us concentrate on the features and toolsets our asset creators genuinely need, keeping development as friction free as we can make it:

  • The entire codebase builds for debug in under 4 minutes and a single code file change will rebuild in under 5 seconds.
  • Rebuilding assets, including all shaders, takes around 25 minutes and it’s a rare occasion that rebuilding from scratch is required.
  • Hot reloading means you only occasionally have to restart the game when game assets or data are updated.

Don’t believe this is possible… Our Senior Tools Programmer Kev said on his first day:

“Gosh. That was such a relief after years of bloody Unreal. 20 minutes and everything’s built and the game is running. I love it!”

From day one we would like you to:

  • Think creatively about how to push the game’s visual bar and blow our minds.
  • Enthusiastically jump into our existing codebase and take ownership over key graphics and pipeline features
  • Work closely with Adam, our Art Director, to deliver on the game’s visual direction

In six months you will be:

  • Pivotal to the success of the game, having specced and delivered key visual and pipeline technology
  • A central, supportive member of our small team

The ideal candidate will:

  • Have 5 + years’ experience as a Rendering Engineer
  • Have a deep love of real time graphics
  • Know lots about performance tuning and optimisation
  • Come armed with a strong technical background, where your intuition to the ‘what’ is backed up by the ‘why’
  • Show willingness to do all the things, in order to Get Them Done
  • Be at C++ Level: Brilliant, but not so Brilliant you use template metaprogramming, traits and std::range all the time

Advantageous qualities:

  • An artistic eye married with an ability to express that in code
  • Shipped a game as part of a team
  • Experience delivering a cross-platform project
  • Not super-fussed about Object Oriented design

A few more bits:

This is an opportunity for you to make a significant contribution not only to the game but to our team and the company. Everyone at Glowmade has a voice, and it’s important to us that you feel empowered and are given the time and space to use it.

We’re based in Guildford, UK and so we’d really like to have you here with us onsite. We offer competitive wages and we are an actively equal opportunities employer. If all of the above sounds exciting and you think you can fill this pivotal role, please get in touch. No agencies please!

How to apply:

Apply Now!

For questions or to apply directly, get in touch:

All applicants should provide examples of their work via a website, blog, email, or online album to be considered for this position.

Never miss a thing…

Keep an eye on our blog – it’s filled to the brim with cracking content! We’re always posting new articles to help our community: whether it’s getting to know our team better, interviews with amazing other studios and creatives, or recaps of fancy events we’ve commandeered, there’s something for everyone!

The same goes for all things King of Meat – our unbelievably exciting, brand new, won’t-believe-your-eyes IP in partnership with Amazon Games! Big updates, dev diaries, and everything in-between will be in the blog too!

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