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Salary
≈ $52k – $130k per year (Estimated)
Location
Hybrid (Paris, France, London, United Kingdom)
Employment
Full-Time

Confirmed on the employer's own hiring board on Oct 28, 2026. First seen by Alion on Apr 30, 2026. Genesis AI scores B on the Alion truth index.

Overview
Company
Impact
Profile match
Headquartered in Palo Alto, California, and Paris, France, Genesis AI is a full-stack physical AI and robotics company specializing in universal foundation models and general-purpose robotic systems. The company develops advanced technologies, including the GENE foundation model and human-scale dexterous hands, to enable automated physical labor. Through its innovative hardware and software ecosystem, its systems are engineered to perform complex, real-world tasks across various industrial and commercial environments.

About the role

Genesis AI is building Nyx, a renderer that delivers offline quality at realtime performance. We're looking for a principal-level rendering engineer to own performance across its pipeline. Nyx is a hybrid renderer, but not a classic game-engine hybrid. You'll need to master the profiling tools and have the technical depth to know how to apply them to a pipeline they've never seen, and to build your own instrumentation where they fall short.

What you'll do

  • Own frame-time budgets and drive GPU/CPU rendering performance across all target platforms

  • Profile, diagnose, and optimize the full rendering pipeline: geometry, shading, lighting, post

  • Adapt profiling methodology to a non-standard hybrid pipeline; build custom instrumentation and counters where existing tools can't see

  • Evolve hybrid raster/ray-traced rendering paths

  • Set the technical bar: review architecture, mentor senior engineers, kill bad ideas early

  • Work directly with hardware vendors on low-level GPU issues and our target hardware

What we're looking for

  • 10+ years in real-time rendering, with shipped AAA titles where you owned rendering performance

  • Mastery of GPU profiling tools: PIX, Razor GPU/CPU, RGP, Nsight, and reading raw GPU counters, with the judgment to know what each tool can and can't tell you on an unfamiliar pipeline

  • Deep knowledge of modern GPU architectures (AMD RDNA, wave occupancy, cache behavior, async compute)

  • Strong command of D3D12, Vulkan, and at least one console graphics API at a low level

  • Hands-on experience building or optimizing hybrid rendering pipelines

  • Expert-level C++ and HLSL/GLSL; comfortable in shader disassembly when it matters

Nice to have

  • Experience profiling or optimizing non-standard pipelines: neural rendering, splatting, offline/realtime hybrids

  • Experience with upscalers and frame generation (DLSS, FSR) integration and tuning

  • Contributions to engine-level rendering architecture in UE, proprietary engines, or both

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