Senior Software Engineer/Développeur; se Logiciel Sénior Remote
Canada
Listed on 2026-01-11
-
Software Development
Software Engineer, Game Development / Testing
ALERT:
Unity has received reports of scams where individuals purporting to be Unity HR representatives conduct bogus employment interviews via email or text, and then request payment as a condition for receiving an offer of employment. Please be aware that Unity does not conduct interviews by email or text, and will never request payment as a condition for applying for a position or receiving an offer of employment.
These scam operators may also ask for your personal information (name, address, birthdate, social security number, etc.) which you should not provide to them. If you have been a target of such a scam, you should report it by contacting the U.S. Federal Trade Commission (see this FTC posting for further details) the office of your state Attorney General, or the government agency responsible for investigating matters such as this where you reside.
opportunity
At Speed Tree (a division of Unity Technologies), we help studios bring natural worlds to life. We build industry-leading tools and runtimes for modeling, animating, and rendering vegetation across games, film, and real-time experiences. Our technology powers artist-friendly creation, real-time performance, and seamless pipeline integration—from DCCs to game engines—so teams can ship beautiful, scalable worlds faster. At our core, we’re passionate about visuals, performance, and giving creators the tools they need to make nature believable.
We are looking for a Senior Software Engineer who shares our passion for games and visual effects. As a key member of the team, your role will include designing and implementing advanced vegetation modeling tools that empower artists and technical users, building and optimizing real‑time graphics features for believable, performant foliage across platforms, and providing end‑to‑end support for games and VFX pipelines.
Whatyou'll be doing
- Extend the modeling system: add new 3D modeling features, tools, and parametric controls for vegetation.
- Build GUI features: create clean, fast interfaces and widgets for modeling, materials, LODs, wind, and export.
- Improve in‑app rendering: enhance real‑time shading, lighting, wind, and LOD for accurate WYSIWYG previews; profile and optimize.
- Evolve the export pipeline: support more targets and formats; handle materials, LODs, instancing, collisions, impostors, and metadata; automate and validate.
- Integrate with pipelines: develop plugins/bridges for DCCs and engines; ensure consistent materials, units, and animation/wind data.
- Ensure quality: write modern C++/GPU code, add tests, document features, and review code.
- Collaborate cross‑functionally: partner with artists, TDs, and integrators to gather requirements and resolve issues.
- Provide product support: manage releases, triage user reports, create guides, support sales demos, and assist marketing.
- Research and prototype: explore new modeling, simulation, and rendering techniques; take prototypes to production.
- Optimize performance and scalability: improve memory, threading, and large‑scene workflows.
- Strong C++ (modern C++17/20, STL, templates, debugging, profiling)
- Graphics API experience (OpenGL required; Vulkan/Direct
X a plus) - GPU programming basics (GLSL/HLSL, shaders, render pipelines, performance)
- 3D math and geometry (linear algebra, transforms, curves/surfaces, normals/UVs)
- Practical 3D modeling exposure (DCC tools, topology, materials, LODs; not an artist, but understands workflows)
- Real‑time rendering fundamentals (lighting, P , shadows, transparency, normal/tangent spaces)
- Tool/UI development experience (Qt/ImGui or similar; custom widgets, viewport tooling)
- Cross‑platform development (Windows/macOS/Linux) and build systems (CMake)
- Source control and CI (Git, code review, automated builds/tests)
- Pipeline/format familiarity (FBX/OBJ/GLTF, textures, metadata; game/VFX engine integration a plus)
- Problem solving and collaboration (work with artists/TDs, clear communication)
- Procedural modeling or simulation
- Engine/DCC integration (Unreal/Unity/Maya/Houdini) and plugin development
- Performance optimization (CPU/GPU profiling, multithreading, memory)
- Relocati…
To Search, View & Apply for jobs on this site that accept applications from your location or country, tap here to make a Search: