Masters Thesis Software Engineer Intern

Electronic Arts

Stockholms kommun

On-site

SEK 167,000 - 246,000

Full time

14 days+

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Job summary

Electronic Arts in Stockholm is offering a 6-month Master’s Thesis Internship within Frostbite. You will explore real-time rendering topics and develop prototypes under an engineering manager's guidance.

Ideal candidates are pursuing a MsC in Computer Science with an internship plan in Sweden, and have experience with C++, GLSL/HLSL, and shader programming. The role is hybrid and based in Stockholm starting Late January 2027.

Qualifications

  • Pursuing a MsC in Computer Science or related field.
  • You are associated with a Swedish education or study program that includes an internship.
  • Experience with C++ and GLSL or HLSL.
  • Understanding of real-time rendering concepts.
  • Knowledge of shader programming, lighting, shadows, and materials.

Responsibilities

  • Research area around the chosen topic to understand the current state of the art.
  • Develop new rendering ideas and write prototypes to test them.
  • Report progress to the engineering manager, attend meetings, and write a final report.

Skills

C++
GLSL/HLSL
Rendering concepts
Shader programming
Real-time rendering

Education

Master's degree in Computer Science

Tools

GLSL
HLSL

Job description

Locations: Stockholm, Stockholm County, Sweden


Role ID


216115


Worker Type


Intern - Temporary Employee


Studio/Department


CT - Frostbite


Work Model


Hybrid


Description & Requirements

Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.


Contract: 6-month internship


Start Date: Late January 2027


The Challenge Ahead


Frostbite is EA’s proprietary game engine, powering many of our leading titles across EA SPORTS, Battlefield, and more. We develop shared tools and technologies that connect and empower creators throughout EA. On Frostbite, you’ll collaborate with accomplished teams and contribute to the foundation that enables the creation of immersive, high-quality games for players worldwide.


As a Master's Thesis Intern, you will develop a project around real-time rendering in the context of videogames. You will also gain an understanding of what it's like to work at EA. An open application means that you can provide ideas for what you want to work on, but we can also explore this together, based on your experiences and interests


Tentative Topic Suggestions:


Specular occlusion, TAA history update or rejection, micro shadowing. We have many smaller heuristics that are hand crafted or that are using some approximations to get a decent result. Can tiny neural nets be a way to further enhance them and can the NNs be made fast and small enough?


Cloth BSDF from first principles


Simulate behaviour of single cloth fiber, accumulate to strand, accumulate to cloth patch?


Scattering within the cloth?


Updating acceleration structures in dynamic scenes


Crowd ray tracing: number of instances, updating vertex positions etc challenging for 2-level raytracing hierarchies. Investigate alternative strategies for tracing rays against crowds


Have good motion vectors with ocean’s mesh - investigate how to represent movement of the waves to feed blur / up samplers. The challenge resides in the proximity to camera but also the decimation of the mesh that may cause a noisy interpretation of the ocean’s movement.


Foam BRDF - only a few papers about this and the challenge in real-time resides currently in low lighting situations where our current foam solution gets beige when sun is low when in real life foam/whitecaps remain white. Foam is considered as a porous heterogeneous material.


Responsibilities:


Research area around the chosen topic, to understand the current state of the art.


Develop new rendering ideas and write prototypes to test them.


You will report to an engineering manager, attend meetings, present progress information and write a final report.


You are pursuing a MsC. in Computer Science (or a related field).


You are associated with a university education or any other type of education in Sweden that has an internship period planned into the education plan.


Skills:


You have experience with C++ and GLSL or HLSL.


You understand software development processes.


You have an interest in real-time rendering.


You have knowledge of rendering concepts like shader programming, lighting, shadows, materials


About Electronic Arts


We’re proud to have an extensive portfolio of games and experiences, locations around the world, and opportunities across EA. We value adaptability, resilience, creativity, and curiosity. From leadership that brings out your potential, to creating space for learning and experimenting, we empower you to do great work and pursue opportunities for growth.


We adopt a holistic approach to our benefits programs, emphasizing physical, emotional, financial, career, and community wellness to support a balanced life. Our packages are tailored to meet local needs and may include healthcare coverage, mental well-being support, retirement savings, paid time off, family leaves, complimentary games, and more. We nurture environments where our teams can always bring their best to what they do.


Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. We will also consider employment qualified applicants with criminal records in accordance with applicable law. EA also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.

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