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WIZC

Rendering Engineer

Wizcorp
Location
Japan
Experience
Mid
Posted
9 days ago
Type
Permanent · Remote

About the role

Company Description

Wizcorp is a highly specialized game development studio based in Tokyo and operating 100% remotely. They are a cross-cultural team of passionate individuals working together to bring back magic to game development by constantly improving, questioning the status quo, following a moral compass, surrounding themselves with people who believe in their mission, and learning and sharing. Wizcorp offers a friendly and honest working environment with challenging yet rewarding work and countless personal and professional growth opportunities.

This position requires you to reside in Japan during your employment with Wizcorp.


Job Description

Wizcorp is looking for Rendering Engineers to work on exciting projects for next-generation consoles. Depending on your background, skills, and experience, they will find the most suitable role within your team.

You have a few years of work experience working with rendering pipelines and have successfully shipped console titles featuring your work. You are comfortable diving into foreign codebases, quickly understanding the architecture, and integrating your work seamlessly. You live and breathe C++ and shader languages (HLSL/GLSL), and you are not afraid to deep-dive into the GPU architecture itself to make visual and performance improvements.


Typical Day

  • Review code from other engineers and ensure they meet quality expectations.
  • Mainly develop rendering systems and graphics utilities for custom proprietary or commercial engines.
  • Implement a new global illumination solution that fits well within the existing codebase.
  • Perform architectural changes to the rendering pipeline to accommodate new visual features in a clean and extensible manner.
  • Work on shader optimization, GPU profiling, memory management for graphics resources, or collaborate with Technical Artists to support their workflows.

Ideal Candidate

  • Design, test, and debug own code without assistance from other engineers.
  • Break down large graphics features into engineering tasks and work with other engineers to complete them.
  • Decipher and understand complex graphics systems and rendering techniques.
  • Mentor engineers in rendering development and optimization best practices.
  • Develop systems with a strong focus on optimization and performance.
  • Demonstrate a deep understanding of modern graphics APIs (e.g., DirectX 12, Vulkan, Metal) and rendering architectures.
  • Confidently communicate with all members of the company and external client teams.

Roles and Responsibilities

  • Estimate own tasks and deliver them in a timely manner.
  • Write clear, maintainable code that passes review by other senior engineers.
  • Raise all blockers when they arise to the project lead.
  • Test and document provided solutions to allow other developers to review and learn.
  • Implement and uphold software engineering best practices, adhering to both internal standards and specific client coding guidelines.
  • Take ownership of large areas of the code base and large complex features.
  • Take ownership of mission-critical areas of the codebase.
  • Coordinate with members outside of the engineering team to deliver features in a timely manner.
  • Determine large feature feasibility and propose solutions.
  • Provide solid programming expertise to deliver large features and architecture suggestions.
  • Provide code review analysis that uses all relevant experience to foresee problems with design and implementation.

Qualifications

Requirements

  • Skillset:

    • Ability to write clean, readable, performant code and design the architecture around it.
    • Excellent debugging and optimization skills.
    • Excellent written and verbal communication.
    • Knowledge of existing rendering techniques and lighting models.
    • Focus on performance analysis and GPU profiling, with a strong familiarity with tools such as PIX or RenderDoc.
    • Strong 3D math skills.
    • Willingness to work as part of a team and contribute to technical discussions.
    • Eager to both provide and receive constructive feedback for continual growth.
    • High adaptability to jump between different projects, tech stacks, and proprietary client engines.
    • Strong software development skills, design theory, and development processes.
    • Strong personal time management.
    • Experience in one or multiple of the following:
      • Creation of custom graphics engines
      • Feature implementation on existing rendering pipelines
      • Implementation of graphics specific profiling/debugging tools
      • Development targeting PlayStation, Microsoft, or Nintendo platforms
      • Familiarity with other target platforms, such as PC or mobile
  • Experience:

    • University degree in Engineering, Computer Science, or related discipline; or relevant professional experience.
    • 3+ years professional software engineering experience.
    • 2+ years professional experience developing rendering pipelines or custom graphics engines.
    • Solid software engineering abilities (good code hygiene, familiarity with various coding patterns, etc.).
    • Strong experience with C++ and proficiency in shader programming (HLSL, GLSL).
    • Comfortable with source code management systems (Git, SVN, Perforce, etc.).
    • English proficiency (ability to read, write, and discuss technical matters).

Preferred

  • Experience with some of the following languages: C#, Python, shell scripting (Bash, PowerShell, etc.) for graphics tooling.
  • Experience with other game engines such as Unreal, Unity, proprietary engines, or others.
  • At least 3 years of experience in the video game industry.
  • At least conversational Japanese proficiency - JLPT N3 or above.
  • Worked on at least 1 released game.

Additional Information

Business Hours and Location

  • Flexibility in time:
    • Work 8 hours per day from Monday to Friday with core hours between 11:00 and 16:00 (excluding a 1-hour break). The rest is up to you.
  • Flexibility in location:
    • Fully embraces telework, and most staff work from home. Office space is available for convenience with access to meeting rooms and hot desks.
    • May require working onsite on specific occasions when using highly specialized equipment.
    • Offices located at 1 Chome-22-19 Izumi 8~9F, Suginami City, Tokyo 168-0063.
    • Must reside in Japan during employment. Legal support for visa applications is offered. Depending on the situation, working outside of Japan during the probation period may be allowed.

Employment Type

  • Permanent (depending on experience, level, and project or business requirements, the role may initially be offered on a fixed-term contract, with the potential to transition to a permanent position).

Salary

  • RE1: 400K - 450K JPY/month
  • RE2: 450K - 550K JPY/month
  • RE3: 550K - 600K JPY/month
  • Initial salary based on experience and interview evaluation.
  • Includes a 6-month probation period. Salary is not affected nor changed during that period.

Raises and Bonuses

  • Annual review to adjust salary to match gained experience and project contributions.
  • Pay raises awarded around March each year, in line with budget and financial forecasting.
  • No bonuses offered.

Additional Benefits

  • Monthly allowance for home office equipment and supplies (15,000 JPY/month).
  • Private language tutoring (Japanese and/or English).
  • Commute fees covered (train passes are not reimbursed).

Holidays and Vacations

  • Weekends and national holidays.
  • Summer/winter vacation: 5 days per year (paid, applicable after the probation period).
  • Annual Paid Leave: 10 days per year (first year, following the probation period).
  • Bereavement/funeral leave.
  • Sick leave: 5 days per year (paid, applicable after the probation period).

Welfare

  • Social insurance.
  • Parental leave.
WIZC

Wizcorp

Games & Interactive
Open roles
1
Founded
2008
Employees
51-200
Location
Tokyo, Japan