Design and optimize rendering modules for an in-house game engine, build pipelines and shaders, research next-generation graphics, and provide technical support to artists.
About this role
The client programmer develops arcade and home game titles using an in-house engine or Unreal Engine. The role focuses on programming work for racing-game projects and requires cross-functional communication to resolve problems and issues according to project specifications and presentation requirements.
Responsibilities include implementing and balancing vehicle behavior control for racing games, developing computer-controlled car AI, addressing latency and implementing interpolation for online matches, and creating vehicle collision detection and resolution behavior. The programmer also proposes and carries out improvements to technical issues.
The development platforms include arcade systems, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, Xbox Series, and Windows through Steam. The named programming language is C++, and the engines are an in-house engine and Unreal Engine.
Required qualifications include strong interest in real vehicles and racing games, at least three years of practical experience in game programming with C++, and foundational knowledge and practical experience related to mathematics, physics, and 3D game development. The posting also requires the ability to communicate broadly and act proactively toward resolving issues.
Practical experience with Unreal Engine, racing-game development experience, and experience creating network games such as peer-to-peer online matches are listed as preferred skills.
The position is offered as a regular employee role. Depending on skills and experience, a contract-employee offer may be presented instead. The work location is in Shinagawa, Tokyo. Annual compensation is listed as JPY 4,000,000 to JPY 8,400,000.
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