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Location
Hybrid (Stockholm, Sweden)
Seniority
Intern
Employment
Internship

Confirmed on the employer's own hiring board on Oct 2, 2026. First seen by Alion on Oct 2, 2026.

Overview
Company
Impact
Profile match
Headquartered in Redwood City, California, Electronic Arts is a major global leader in digital interactive entertainment and video game development. The company develops, publishes, and delivers popular games, content, and online services for consoles, mobile devices, and personal computers. Known for iconic franchises such as EA SPORTS FC, The Sims, and Apex Legends, it connects hundreds of millions of players worldwide through immersive gaming experiences.

Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.

Contract:6-month internship

Start Date: Late January 2027

Work Model:Hybrid (3 days minimum onsite)

The Challenge Ahead

Frostbite is EA’s proprietary game engine, powering many of our leading titles across EA SPORTS, Battlefield, and more. We develop shared tools and technologies that connect and empower creators throughout EA. On Frostbite, you’ll collaborate with accomplished teams and contribute to the foundation that enables the creation of immersive, high-quality games for players worldwide.

As a Master's Thesis Intern, you will develop a project around real-time rendering in the context of videogames. You will also gain an understanding of what it's like to work at EA. An open application means that you can provide ideas for what you want to work on, but we can also explore this together, based on your experiences and interests

Tentative Topic Suggestions:

  • Tiny neural nets for rendering heuristics

    • Specular occlusion, TAA history update or rejection, micro shadowing. We have many smaller heuristics that are hand crafted or that are using some approximations to get a decent result. Can tiny neural nets be a way to further enhance them and can the NNs be made fast and small enough?

  • Cloth BSDF from first principles

    • Simulate behaviour of single cloth fiber, accumulate to strand, accumulate to cloth patch?

    • Scattering within the cloth?

  • Updating acceleration structures in dynamic scenes

    • Crowd ray tracing: number of instances, updating vertex positions etc challenging for 2-level raytracing hierarchies. Investigate alternative strategies for tracing rays against crowds

  • Ocean rendering

    • Have good motion vectors with ocean’s mesh - investigate how to represent movement of the waves to feed blur / up samplers. The challenge resides in the proximity to camera but also the decimation of the mesh that may cause a noisy interpretation of the ocean’s movement.

    • Foam BRDF - only a few papers about this and the challenge in real-time resides currently in low lighting situations where our current foam solution gets beige when sun is low when in real life foam/whitecaps remain white. Foam is considered as a porous heterogeneous material.

Responsibilities:

  • Research area around the chosen topic, to understand the current state of the art.

  • Develop new rendering ideas and write prototypes to test them.

  • You will report to an engineering manager, attend meetings, present progress information and write a final report.

Eligibility:

  • You are pursuing a MsC. in Computer Science (or a related field).

  • You are associated with a university education or any other type of education in Sweden that has an internship period planned into the education plan.

Skills:

  • You have experience with C++ and GLSL or HLSL.

  • You understand software development processes.

  • You have an interest in real-time rendering.

  • You have knowledge of rendering concepts like shader programming, lighting, shadows, materials

Help us make play happen. Apply now with an up-to-date CV and Cover Letter in English, explaining what project you would like to work on and explain your pick based on your interests and skills.

About Electronic Arts

We’re proud to have an extensive portfolio of games and experiences, locations around the world, and opportunities across EA. We value adaptability, resilience, creativity, and curiosity. From leadership that brings out your potential, to creating space for learning and experimenting, we empower you to do great work and pursue opportunities for growth.

We adopt a holistic approach to our benefits programs, emphasizing physical, emotional, financial, career, and community wellness to support a balanced life. Our packages are tailored to meet local needs and may include healthcare coverage, mental well-being support, retirement savings, paid time off, family leaves, complimentary games, and more. We nurture environments where our teams can always bring their best to what they do.

Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. We will also consider employment qualified applicants with criminal records in accordance with applicable law. EA also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.

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