Internship Opportunity: Rendering Engineer
Microsoft
Internship Opportunity: Rendering Engineer
Atherstone, Warwickshire, United Kingdom
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Overview
Rare is an Xbox Game Studio creating the kind of games the world doesn’t have. Our values – explorers, evolving, together – are fundamental to the games we make and how we make them. Rare offers rewarding and fulfilling careers for exceptional people, supporting you to learn and grow. Our studio is a welcoming campus in the heart of the Midlands, where most of our team work in a flexible hybrid work pattern.
Could you be our next Rendering Intern? We’re looking for applicants with a growth mindset and who aren’t afraid to get involved in areas they know little about first-hand. As an intern in our rendering department, you can expect to have a diverse experience working between many different areas of game development.
It all begins with your onboarding, where you'll join an established team working alongside industry experts. Throughout the placement your learning and development won't stop, and you will receive on-the-job coaching, mentoring, and personal development from colleagues. As a valued part of the team, we'll expect you to give your insights and opinions and make a real contribution to our business!
Qualifications
Required Qualifications
- A good understanding or passion for computer programming and software creation.
- Some hands-on experience or projects where you've applied your programming skills.
- Familiarity with one of these languages: C or C++.
- Rendering or computer graphics experience (e.g., DirectX/OpenGL/Vulkan).
- You must be legally authorised (have citizenship or a valid visa/work permit) to work in the UK for this position. (Legally authorised = Has citizenship or has been granted a valid visa or work permit).
- Relocation expenses are not provided as part of this role - please be aware that this role will be based at Rare Studio, Twycross, Leicestershire, CV9 3QN and the successful applicant will be required to work on-site to get the best out of their 12-month internship.
Please note, you don't need to have experience in video game development or be studying it specifically. Also, you don't need any formal diplomas or degrees to apply. We value your skills and enthusiasm.
Preferred Qualifications
- A managed, object-oriented language (e.g., C#, Java).
- A scripting language (e.g., Python, Perl, Powershell).
- Automated Testing (e.g., Google Test Framework).
- Working within a team.
- Experience with commercial game engines like Unreal Engine, Unity or Godot.
- Web service development/Cloud deployment.
- Contribution to an open-source community.
- A background in mathematics, physics, or a subject with similar mathematical underpinnings.
- Experience debugging and optimizing code using development tools such as PIX for Windows.
How to apply
Please include a copy of your CV with a cover letter and portfolio. We realise that your portfolio may be a work in progress and that’s fine, it’s your potential that will catch our eye. Here are some things you can do to help your portfolio stand out:
- Include things you are genuinely proud of – this is your chance to show off so please make the content easily accessible.
- Demonstrates why you want to work for our team at Rare. We’re a creative lot so it doesn’t have to be a letter, it could be a video, comic, or even a game!
Responsibilities
Rendering programmers are primarily responsible for the development and maintenance of technologies that make use of graphics hardware. Members of the team will often work closely with our Engine team for performance, and the Visual Effects and Technical Art teams to understand what those teams need to drive the visual quality of our games. They will then develop high quality systems to meet those needs, and work with the teams to integrate the systems into their workflow. The successful candidate will likely work across Sea of Thieves and future Rare IP.
Past interns in the Rendering Team at Rare have:
- Implemented and maintained compute shaders.
- Implemented the system for calming the water around islands in Sea of Thieves.
- Added features to GPU particle simulations and optimized them.
- Implemented a dithering system to fade objects in and out.
- Helped to improve tooling while on a secondment to the infrastructure team.
- Contributed to the move to a D3D12 renderer.
Other things you may get involve in are:
- Researching and implementing cutting-edge real time rendering techniques.
- Implementation of platform specific features.
- Performance investigations and optimizations.
- Debugging shaders using tools like PIX.
- Continuously work to minimise technical debt and maintenance hazards.
- Identify and surface risks in the areas that are being worked on.
- Write automated tests for your shader code.