Devoted Studios is an innovative game development company founded in 2018 that emphasizes equal partnership with clients and nurtures talent globally. The compa
Performance Engineer
Location
Canada
Posted
3 days ago
Salary
0
Seniority
Senior
Job Description
Performance Engineer
Devoted Studios
• Own and drive the development of core systems and performance initiatives from planning and design through implementation and optimization. • Work closely with engineers and cross-disciplinary teams, providing technical leadership and feature ownership. • CPU & Game Thread Optimisation (~25%): Profile and optimise the game thread, render thread, and RHI thread in Unreal Engine — identifies cross-thread bottlenecks, tick overhead, and task graph inefficiency. • Diagnose and resolve hitching: garbage collection pauses, streaming stalls, async loading conflicts, physics simulation spikes. • Reduce tick overhead: identifies UObjects and ActorComponents with unnecessary tick enabled, unnecessary work in hot paths, incorrect tick group assignments. • Optimise gameplay and engine code at the C++ level — not just profiling and handing recommendations to another engineer; writes and ships the fix. • Instruments custom profiling markers (SCOPE_CYCLE_COUNTER, CSV_SCOPED_TIMING_STAT, custom Unreal Insights channels) for ongoing regression detection. • GPU & Rendering Pipeline Optimisation (~25%): Profiles rendering performance using RenderDoc, PIX, NSight, Xcode GPU Frame Capture, and Unreal's GPU Visualiser — isolates draw call overhead, overdraw, shader complexity, and GPU memory bandwidth. • Works with the rendering team to optimise material pipelines: shader permutation reduction, LOD tuning, occlusion culling, distance field shadow optimisation. • Identifies and resolves GPU memory pressure: texture streaming configuration, render target pooling, VRAM budget management per platform. • Understands the rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly. • Targets platform-specific GPU constraints: the PS5/Xbox Series GPU architecture differs meaningfully from PC; mobile (Adreno, Mali, Apple GPU) has its own thermal and bandwidth profile. • Memory Profiling & Leak Detection (~20%): Owns memory budget compliance on client engagements: tracks resident set size, texture memory, audio memory, and engine overhead against platform limits. • Finds and eliminates memory leaks in C++ using both automated tooling (ASan, Valgrind on non-console platforms, custom allocator hooks) and Unreal's LLM (Low-Level Memory tracker). • Manages memory fragmentation: understands pooled allocators, custom memory arenas, and when Unreal's default allocation strategy creates fragmentation under long session times. • Console memory work is the hardest version of this: fixed RAM ceilings with no swap. Has shipped inside those constraints. • Builds memory regression tests that run in CI — not just point-in-time snapshots. • Networking / Latency Diagnostics (~10%): Profiles and optimises Unreal's replication system: identifies bandwidth-heavy actors and components, tunes replication frequency, prioritises replication correctly under load. • Diagnoses client-server latency: distinguishes network latency from server frame time from client simulation cost — does not conflate them. • Familiar with NetStat, Unreal's network profiler, and packet-level capture when needed. • Scope: supports multiplayer engagements where networking is a performance constraint — not the primary discipline on pure-networking architecture. • Profiling Tool Development & Automation (~20%): Builds internal profiling tools in C++ (UE plugins) and Python — automated perf validation scripts, CI-integrated regression detection, custom Unreal Insights data channels. • Writes automated performance regression tests: baseline capture, threshold alerting, trend visualisation — so regressions are caught in the build, not in the client review. • Builds or improves developer-facing profiling UX: makes it easier for other engineers on the engagement to find their own bottlenecks without specialist involvement. • Documents profiling methodology and tool usage: other engineers can reproduce the analysis without a knowledge transfer session.
Job Requirements
- 5+ years of professional game engineering experience with at least 3 years in a dedicated performance, engine, or low-level systems role
- At least 2 shipped commercial titles where performance was a named ownership area — not a general engineering role that included some profiling
- C++ at a deep level: understands memory layout, cache efficiency, branch prediction, SIMD, and how the compiler's optimisation decisions affect runtime behaviour
- Unreal Engine 5 profiling expertise: fluent in Unreal Insights, Stat commands, LLM, GPU Visualiser — not just aware of them, but has used them to find real problems on real projects
- Cross-platform experience: has shipped on at least two platform types (PC + console, or console + mobile) and understands the meaningfully different constraint profiles
- Python proficiency: writes automation scripts, CI integration, data processing for perf telemetry — not a Python developer, but not blocked by Python tasks
- Structural fix mindset: profiles, identifies root cause, writes the C++ fix. Does not stop at the recommendation.
- Can explain a performance problem to a gameplay engineer or producer without requiring them to understand the GPU pipeline
- Preferred**
- Console certification performance submissions: has prepared and passed Sony/Microsoft performance gates
- Mobile performance work on Android (Adreno/Mali/Dimensity) and/or iOS (Apple Silicon GPU) — thermal throttling, tiling architecture, bandwidth constraints
- Custom allocator or memory pool implementation in C++
- Shader authoring knowledge: HLSL/GLSL fluency sufficient to read a shader and identify unnecessary ALU or texture sample cost
- Familiarity with Tracy, Optick, or custom in-house profiling frameworks beyond Unreal's built-in tooling
- Experience optimising Nanite, Lumen, or other UE5-specific rendering features at engine depth
Benefits
- This is a full-time employment role with standard benefits in Quebec province.
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