Unreal Engine DevTech Engineer

Intel
Virtual US$174k – $285kPosted 2 December 2025

Job Description

Job Details: Job Description: Intel's Game DevTech Engineers work at the bleeding edge of developing and optimizing new technologies on Intel's GPUs, CPUs, and other platform components. They work directly with leading game and game engine developers to create innovative solutions and technology showcases. They are part of a global yet tightly knit team, with a diversity of skills and experience, working to make games the best they can be on Intel hardware. Key Responsibilities Unreal Engine Performance & Optimization Analyze Unreal Engine performance on Intel hardware using profiling tools, GPU/CPU traces, and instrumentation workflows. Identify performance bottlenecks across rendering, compute, memory bandwidth, shader compilation, threading, and I/O subsystems. Develop targeted optimizations, sample code, or engine patches to improve efficiency and stability. Validate new and core engine features (e.g., Raytracing, Nanite, Lumen, TSR, MegaLights, etc.) on Intel hardware and drive fixes where issues arise. Technical Collaboration With Epic Games Serve as a primary technical liaison to Epic’s engineering teams, maintaining an active feedback loop on performance issues, feature requests, and platform-specific improvements. Contribute to joint investigations, bring-up efforts, and co-development initiatives where Unreal Engine and Intel hardware intersect. Communicate Intel roadmap changes, driver improvements, and new hardware capabilities to Epic in a technically precise and actionable manner. Internal Hardware & Driver Enablement Collaborate with GPU architects, compiler teams, driver engineers, and platform software teams to ensure Unreal Engine workloads are well-supported. Provide engine-based validation and early feedback on new hardware features, shader model capabilities, and driver updates. Author internal performance reports, gap analyses, and recommendations to influence future architecture and driver decisions. Tools, Samples, and Developer Guidance Build or extend profiling tools, debugging utilities, and engine plugins that help diagnose performance problems on Intel platforms. Produce technical documentation, best-practice guides, and reference samples demonstrating optimal usage of Unreal Engine on Intel hardware. Present performance findings, architectural insights, and recommended workflows to internal engineering teams and external partners. Cross-Functional Support Support Intel’s Product Marketing, DevRel, and ISV Engineering teams by providing accurate technical insights into Unreal Engine capabilities on Intel hardware. Contribute technical expertise to joint demos, benchmarks, SDK updates, and showcase content. Assist game developers using Unreal Engine to debug performance issues, adopt new hardware features, and integrate Intel-specific optimizations. The ideal candidate should exhibit: Ability to communicate complex technical findings clearly to both hardware engineers and engine developers. Qualifications: You must possess the below minimum qualifications to be initially considered for this position. Preferred qualifications are in addition to the minimum requirements and are considered a plus factor in identifying top candidates. Required Qualifications Bachelor’s or Master’s degree in Computer Science, Computer Engineering, Electrical Engineering, or related technical field and 6 years of experience: The experience must include: Modern GPU architecture, graphics pipelines, and real-time rendering principles. Hands-on experience with Unreal Engine (C), including rendering modules, engine configuration, and profiling workflows. C and low-level systems programming. Experience with graphics APIs such as DirectX 12, Vulkan. Analysis and optimization of CPU/GPU performance using industry-standard tools (e.g., RenderDoc, PIX, Nsight, Unreal Insights). Preferred Qualifications Prior experience working directly with hardware vendors, game engine companies, or AAA game ... (truncated, view full listing at source)
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