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We are looking for a Senior Graphics Engineer (Unity) to our gaming client. Please understand that we will not answer to candidates working 100% remote or are outside Stockholm area.
Start: 1st of May
Length: January 2026 with possible extension
Location: Stockholm on-site minimum 2 days per week
Responsibilities:
As the Senior Graphics Engineer you will be the bridge between Art Direction and Engineering. Will art affect performance? It’ll be your job to tell us.
You’ll profile the game and based on your findings you’ll work closely with the gameplay team and artists to improve low performance . The implemented changes will have to meet the low-end device spec performance needs and be scalable to look great on high-end devices. You will look into how this is most efficient to be implemented, be it via Unity DOTS or via GPU methods. But you won’t be alone, you’ll work closely with your colleagues in the core team to achieve this.
You’ll also work closely with the artists to implement new graphics features and tools to make sure they can work efficiently and create great looking content that also performs well on low-end devices. As our target audience is kids the performance on low-end devices is very
important.
Profile the game’s performance and memory usage with Unity and native profiling tools.
Investigate game crashes and application not responsive (ANR) events in the live game
Tackle problems across rendering, optimization, tooling development, and making beautiful visuals run smoothly on a wide range of devices.
Propose and take part in the selection process of key third-party frameworks and libraries
Work with artists in the design and creation of art workflows
Contribute to an open, effective and friendly culture
Contribute to all stages of the product life cycle, design, implementation, testing, release, deployment, monitoring, troubleshooting
Candidate requirements:
Should have
Solid mathematical foundation in linear algebra
Experienced working on low level performance profiling and optimization in Unity
Strong understanding of low level CPU and tile-based GPU operations
Experience writing shaders in HLSL and Shader Graph
Significant experience in Unity3D and C#, especially in graphics
Experience with Unity’s job system and Burst
Knowledge in both native and managed languages
Experience with distributed development - Git, CI/CD, pipelines, etc
Has experience being the bridge between art and engineering, have done a similar role in the past
Experience with scaleability
Nice to have
Solid understanding of how application and algorithmic performance is impacted by CPU cache hierarchies and micro-architecture
Experience with Backtrace, Android Vitals, or other live game analysis platforms.
Start: 1st of May
Length: January 2026 with possible extension
Location: Stockholm on-site minimum 2 days per week
Responsibilities:
As the Senior Graphics Engineer you will be the bridge between Art Direction and Engineering. Will art affect performance? It’ll be your job to tell us.
You’ll profile the game and based on your findings you’ll work closely with the gameplay team and artists to improve low performance . The implemented changes will have to meet the low-end device spec performance needs and be scalable to look great on high-end devices. You will look into how this is most efficient to be implemented, be it via Unity DOTS or via GPU methods. But you won’t be alone, you’ll work closely with your colleagues in the core team to achieve this.
You’ll also work closely with the artists to implement new graphics features and tools to make sure they can work efficiently and create great looking content that also performs well on low-end devices. As our target audience is kids the performance on low-end devices is very
important.
Profile the game’s performance and memory usage with Unity and native profiling tools.
Investigate game crashes and application not responsive (ANR) events in the live game
Tackle problems across rendering, optimization, tooling development, and making beautiful visuals run smoothly on a wide range of devices.
Propose and take part in the selection process of key third-party frameworks and libraries
Work with artists in the design and creation of art workflows
Contribute to an open, effective and friendly culture
Contribute to all stages of the product life cycle, design, implementation, testing, release, deployment, monitoring, troubleshooting
Candidate requirements:
Should have
Solid mathematical foundation in linear algebra
Experienced working on low level performance profiling and optimization in Unity
Strong understanding of low level CPU and tile-based GPU operations
Experience writing shaders in HLSL and Shader Graph
Significant experience in Unity3D and C#, especially in graphics
Experience with Unity’s job system and Burst
Knowledge in both native and managed languages
Experience with distributed development - Git, CI/CD, pipelines, etc
Has experience being the bridge between art and engineering, have done a similar role in the past
Experience with scaleability
Nice to have
Solid understanding of how application and algorithmic performance is impacted by CPU cache hierarchies and micro-architecture
Experience with Backtrace, Android Vitals, or other live game analysis platforms.
Key Skills
Ranked by relevance
unity
art direction
responsive
android
hlsl
cicd
git
c
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- Posted
- Mar 11, 2025
- Type
- Full-time
- Level
- Not Applicable
- Location
- Greater Stockholm Metropolitan Area
- Company
- emagine
Industries
IT Services
IT Consulting
Categories
Marketing
Public Relations
Writing/Editing
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