Suggested rewrite: Led a cross-functional initiative that improved [business outcome] by [measurable result], demonstrating experience relevant to this role...
Graphics Engineer – NBA 2K
- Remote from
- USA
- Salary
- USD 108k–154,300 / yr
- Department
- Software Engineering
- Employment
- Full Time
- Experience
- Senior
- Published
- Apply before
- 14 Dec 2026
- Listing views
- 34
- Application actions
- 3
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About this role.
At Visual Concepts, we believe great games are made by diverse and empowered teams with a shared passion for play. As one of the world’s top game development studios, we have shipped over 100 multi-sku titles to critical acclaim and commercial success. Our teams are independent and entrepreneurial. Our studios in Novato, Irvine, Budapest, Shanghai, Austin, Boise, Seoul, and Parksville, Canada are committed to artistry and technical innovation, offering top candidates the opportunity to learn and grow with some of the smartest and most creative minds in the industry.
What We Need:
Our talented NBA 2K team is looking for a Graphics Engineer with a passion for cutting-edge rendering technology. In this role, you’ll work on the design, development, and maintenance of high-performance C/C++ code and HLSL shaders, contributing directly to the visual fidelity of our games. If you’re a creative problem solver who thrives on pushing the boundaries of real-time graphics and enjoys collaborating in a high-caliber engineering environment, we want to hear from you. This position reports to the Lead Graphics Engineer.
What You Will Do:
- Explore and implement new rendering technologies to elevate visual quality
- Optimize GPU performance to support smooth, high-fidelity gameplay
- Partner with art and design teams to define and enhance the look and feel of the NBA 2K series
- Work on improvements in VFX, lighting, and post-processing graphics features
- Participate in system-wide upgrade initiatives to keep our rendering tech current
Who Will Be A Great Fit:
- Most importantly: thoughtful, passionate, and driven
- 3+ years of experience in game or graphics development
- Bachelor’s degree in Computer Science or equivalent professional experience
- Advanced proficiency in HLSL or a comparable shading language
- Strong grasp of 3D math concepts and applications
- Deep understanding of optimization techniques and trade-offs
- Demonstrate ability to write efficient, portable, reliable, and readable code
- Fluent in English, both written and verbal
- Love for video games (not just ours!)
Might Be Nice:
- Experience shipping a AAA title
- Deep expertise in areas such as physically-based rendering, real-time global illumination, post-processing effects, or simulating natural phenomena
- Familiarity with applying machine learning techniques to graphics-related challenges
This is a fully remote role that may be based anywhere in the United States. Below are the expected salary and wage ranges for applicants based in locations where the pay transparency law is in effect: California: $120,000 – $154,300 per year. New York State (inclusive of New York City): $108,000 – $138,800 per year. Washington: $120,000 – $154,300 per year. New Jersey: $108,000 – $138,800 per year. British Columbia: $85,700 – $114,300 (CAD) per year. Base pay offered is based on market location, and may vary further depending on individualized factors for job candidates, such as job-related knowledge, skills, experience, and other objective business considerations. Subject to those same considerations, the total compensation package for this position may also include other elements, including a bonus and/or equity awards, in addition to a full range of medical, financial, and/or other benefits. Details of participation in these benefit plans will be provided if an employee receives an offer of employment. If hired, employee will be in an ‘at-will position’ and the company reserves the right to modify base salary (as well as any other discretionary payment or compensation or benefit program) at any time, including for reasons related to individual performance, company or individual department/team performance, and market factors.
To learn more about Visual Concepts and our studio locations, check out our website at www.vcentertainment.com
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Sample interview questions
I would first reproduce the issue with consistent capture conditions, then use GPU profiling tools to identify expensive passes, draw calls, shader invocations, bandwidth pressure, and synchronization stalls. I would compare captures against a known-good build, form a measurable hypothesis, and validate improvements while checking that visual quality remains acceptable.
I would begin by defining its visual priority and cost drivers, such as resolution, sample count, overdraw, texture bandwidth, or shader complexity. Depending on the feature, I might introduce quality tiers, temporal reuse, lower-resolution buffers, culling, simplified material paths, or more efficient data layouts, then validate the result across representative gameplay scenes.
I consider instruction count, register pressure, texture-fetch cost, branching behavior, precision requirements, platform compatibility, and the number of supported material permutations. I also make sure the shader is maintainable and produces stable visuals under different lighting and hardware conditions.
I would first understand the intended visual outcome and identify the artist-facing controls needed to achieve it. I would prototype the feature, communicate performance constraints early, provide clear debugging and tuning tools, and iterate using scene-based performance measurements and visual feedback.
They are essential for coordinate-space transformations, camera and projection calculations, lighting vectors, normal handling, interpolation, collision or simulation support, and numerical stability. A solid grasp of vectors, matrices, quaternions, and linear algebra helps engineers implement rendering features correctly and efficiently.
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