{"id":3458365,"url":"https://alion.io/job/wicked-workshop-rendering-engineer","title":"Rendering Engineer","company":{"id":2220315,"name":"Wicked Workshop","domain":"wickedworkshop.com.au","url":"https://alion.io/company/wickedworkshop","size_band":"11-50","is_staffing_agency":false,"employer_type":"direct","is_intermediary":false,"listed_via":null,"ats_vendor":"SmartRecruiters","truth_index":{"grade":"C","score":64,"open_postings":20,"ghost_share":0.6,"stale_share":0,"repost_share":0,"time_to_fill_p50_days":null,"computed_at":"2026-11-04T06:34:25Z"}},"role":"Games","role_family":"Games","seniority":"middle","employment_type":"full_time","work_mode":"on_site","remote_scope":null,"remote_scope_basis":null,"remote_working_hours":null,"hiring_geo_confidence":"explicit","locations":["Tokyo, Japan"],"countries":["JP"],"hiring_countries":[],"hiring_countries_total":0,"salary":{"min":4800000,"max":7200000,"currency":"JPY","period":"year","gross":null,"usd_annual":45598},"salary_estimate":null,"experience_years_min":3,"visa_sponsorship":false,"relocation_package":false,"has_equity":false,"technologies":[{"name":"Bash","optional":false},{"name":"C#","optional":false},{"name":"C++","optional":false},{"name":"DirectX 12","optional":false},{"name":"Git","optional":false},{"name":"GLSL","optional":false},{"name":"HLSL","optional":false},{"name":"Metal","optional":false},{"name":"PIX","optional":false},{"name":"PowerShell","optional":false},{"name":"Python","optional":false},{"name":"RenderDoc","optional":false},{"name":"Unity","optional":false}],"status":"live","first_seen_at":"2026-10-29T08:28:10Z","employer_posted_date":"2026-10-29","last_verified_at":"2026-11-04T08:22:55Z","board_verified":true,"closed_at":null,"days_open":6,"trust":{"level":"ok","repost_count":0,"flags":["company_stale"],"days_open":5},"description":"About Wizcorp\nWizcorp is a highly specialized game development studio based in Tokyo and operating 100% remotely. We are a cross-cultural team of passionate individuals working together toward one goal: bringing back magic to game development.\nHow?\nWe get better every day. Our technical abilities should never limit our ideas.\nWe question the status quo. We don't accept yesterday's answers to tomorrow's challenges.\nWe follow our moral compass. Our values guide our decisions.\nWe surround ourselves with people who believe in our mission. Our staff, clients, and partners are all part of the equation.\nWe learn and share. We want our successes and failures to contribute to the collective wisdom of our profession.\nWizcorp offers a friendly and honest working environment. Our work is challenging but rewarding, with countless personal and professional growth opportunities.\nThis position requires you to reside in Japan during your employment with Wizcorp.\n Wizcorp is looking for Rendering Engineers to work on exciting projects for next-generation consoles. Depending on your background, skills, and experience we’ll find the most suitable role within our teams.\nIs this job for me?\nYou 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’re not afraid to deep-dive into the GPU architecture itself to make visual and performance improvements.\nSounds like you? Then this job is for you!\nTypical day\nYou start your day by reviewing code from other engineers and ensuring they meet quality expectations. You will mainly develop rendering systems and graphics utilities for custom proprietary or commercial engines. On some days you might be implementing a new global illumination solution that fits well within the existing codebase, on others you might have to do architectural changes to the rendering pipeline in order to accommodate new visual features in a clean and extensible manner. You may have to work on shader optimization, GPU profiling, memory management for graphics resources, or collaborating with Technical Artists to support their workflows.\nThe ideal candidate will be able to\nDesign, test, and debug own code without assistance from other engineers\n\nBreak down large graphics features into engineering tasks and work with other engineers to complete them\n\nDecipher and understand complex graphics systems and rendering techniques\n\nMentor engineers in rendering development and optimization best practices\n\nDevelop systems with a strong focus on optimization and performance\n\nHave a deep understanding of modern graphics APIs (e.g., DirectX 12, Vulkan, Metal) and rendering architectures\n\nConfidently communicate with all members of the company and external client teams\n\nRoles and Responsibilities\nEstimate own tasks and deliver them in a timely manner\n\nWrite clear, maintainable code that passes review by other senior engineers\n\nRaise all blockers when they arise to the project lead\n\nTest and document provided solutions to allow other developers to review and learn\n\nImplement and uphold software engineering best practices, adhering to both internal standards and specific client coding guidelines.\n\nTake ownership of large areas of the code base and large complex features\n\nTake ownership of mission-critical areas of the codebase\n\nCoordinate with members outside of the engineering team to deliver features in a timely manner\n\nDetermine large feature feasibility and propose solutions\n\nProvide solid programming expertise to deliver large features and architecture suggestions\n\nProvide code review analysis that uses all relevant experience to foresee problems with design and implementation\n\nRequirements\nSkillset\nAbility to write clean, readable, performant code and design the architecture around it\n\nExcellent debugging and optimization skills\n\nExcellent written and verbal communication\n\nKnowledge of existing rendering techniques and lighting models\n\nFocus on performance analysis and GPU profiling, with a strong familiarity with tools such as PIX or RenderDoc\n\nStrong 3D math skills\n\nWillingness to work as part of a team and contribute to technical discussions\n\nEager to both provide and receive constructive feedback for continual growth\n\nHigh adaptability to jump between different projects, tech stacks, and proprietary client engines\n\nStrong software development skills, design theory, and development processes\n\nStrong personal time management\n\nExperience in one or multiple of the following:\nCreation of custom graphics engines\n\nFeature implementation on existing rendering pipelines\n\nImplementation of graphics specific profiling/debugging tools\n\nDevelopment targeting PlayStation, Microsoft or Nintendo platforms\n\nFamiliarity with other target platforms, such as PC or mobile\n\n⭐ Experience ⭐\nUniversity degree in Engineering, Computer Science or related discipline; or relevant professional experience\n\n3+ years professional software engineering experience\n\n2+ years professional experience developing rendering pipelines or custom graphics engines\n\nSolid software engineering abilities (good code hygiene, familiarity with various coding patterns, etc.)\n\nStrong experience with C++ and proficiency in shader programming (HLSL, GLSL)\n\nComfortable with source code management systems (Git, SVN, Perforce, etc.)\n\nEnglish proficiency (ability to read, write, and discuss technical matters)\n\nPreferred\nExperience with some of the following languages: C#, Python, shell scripting (Bash, PowerShell, etc.) for graphics tooling\n\nExperience with other game engines such as Unreal, Unity, proprietary engines, or others\n\nAt least 3 years of experience in the video game industry\n\nAt least conversational Japanese proficiency - JLPT N3 or above\n\nWorked on at least 1 released game\n\nBusiness hours and Location\nFlexibility in time\nWe all have different creative clocks, and you know yours better than we do.\nWe will expect you to 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 will be up to you.\nFlexibility in location\nWizcorp fully embraces telework, and most of us work from home. Office space is also available for your convenience, and you will have access to meeting rooms and hot desks.\nWe may require you to work onsite on specific occasions when using highly specialized equipment.\nOffices are located at 1 Chome-22-19 Izumi 8~9F, Suginami City, Tokyo 168-0063 ( map)\nYou must reside in Japan during your employment at Wizcorp. We offer legal support for visa applications. Depending on your situation, we may allow you to work outside of Japan during your probation period.\nEmployment Type\nPermanent\n※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.\nSalary\nThe following tiers are currently in application for this position:\nRE1: 400~450K/month\n\nRE2: 450~550K/month\n\nRE3: 550~600K/month\n\nAll new staff members’ initial salary will bebased on experience and interview evaluation.\nIncludes a 6 months probation period.Salary is not affected nor changed during that period.\nRaises and bonuses\nYou will be reviewed once a year and your salary will be adjusted to match with gained experience and project contributions.\nPay raises are awarded around March each year, in line with our budget and financial forecasting for the subsequent year.\nWe do not offer bonuses.\nAdditional benefits\nMonthly allowance for home office equipment and supplies (15,000 JPY/month)\nPrivate language tutoring (Japanese and/or English)\nCommute fees (however, train passes are not reimbursed)\nHolidays and vacations\nWeekends and national holidays\nSummer/winter vacation: 5 days per year (paid, applicable after the probation period)\nAnnual Paid Leave: 10 days per year (first year, following the probation period)\nBereavement/funeral leave\nSick leave: 5 days per year (paid, applicable after the probation period)\nWelfare\nSocial insurance\nParental leave (learn more here)\nKeywords is committed to creating a diverse, inclusive and supportive working environment.\nRole Information: EN\nStudio: Wizcorp\nLocation: Asia Pacific, Japan\nArea of Work: Game Development\nService: Create\nEmployment Type: Full Time, Permanent\nWorking Pattern: Remote\nPERSONAL DATA PROTECTION POLICY\nKeywords Studios is strongly committed to protecting your personal information. By sending your CV/Resume, you are agreeing to our terms and conditions and consent to your data being managed and retained in accordance with our data privacy and retention policy https://www.keywordsstudios.com/en/applicant-privacy-notice/.\n PERSONAL DATA PROTECTION POLICY\nKeywords Studios is strongly committed to protecting your personal information. 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