Senior GPU Rendering Platform Engineer

Adobe Inc.

Seattle (WA)

On-site

USD 173,500 - 331,050

Full time

14 days+

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Job summary

Adobe Inc. is seeking a senior, hands‑on engineer to own and evolve the cross‑platform GPU rendering platform at the heart of the DVA mission, leading major initiatives end to end with technical leadership.

You will partner with GPU hardware vendors and internal graphics, product, and QE teams to resolve deep technical issues, drive architecture discussions, and prototype next‑generation rendering technology, including shader toolchains.

Qualifications

  • 10+ years in software engineering with GPU/graphics experience.
  • Proficient in modern C++ on Mac/Windows.
  • Experience with DirectX 12, Metal, Vulkan, CUDA, or OpenCL.
  • Strong knowledge of GPU architecture and shading languages.
  • Experience debugging and optimizing CPU/GPU performance.
  • Ability to drive cross‑team initiatives to completion.
  • Excellent communication in a global environment.

Responsibilities

  • Own and optimize the core GPU rendering platform for real-time video.
  • Drive end-to-end platform initiatives across multiple releases.
  • Build shared shader and rendering frameworks for cross‑platform use.
  • Own rendering performance, stability, and device compatibility.
  • Collaborate with GPU hardware vendors and internal teams.
  • Lead architecture reviews and mentor engineers.
  • Prototype next‑gen rendering tech with leaders, incl. shader toolchains.

Skills

GPU rendering
C++
Graphics APIs
Shader languages
GPU architecture
Performance debugging
Cross-team leadership
Communication skills
Problem solving

Education

Bachelor's/Master's CS

Tools

Nsight
PIX
Shader toolchains

Job description

Adobe Inc. is seeking a senior, hands‑on engineer to own and evolve the cross‑platform GPU rendering platform at the heart of the DVA mission, leading major initiatives end to end with technical leadership.

You will partner with GPU hardware vendors and internal graphics, product, and QE teams to resolve deep technical issues, drive architecture discussions, and prototype next‑generation rendering technology, including shader toolchains.

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