Lionhead hiring for unannounced Xbox One game, involves Unreal Engine 4

By Dave Cook
17 February 2014 09:35 GMT

Fable Legends team Lionhead Studios is hiring for an unannounced Xbox One project that involves Unreal Engine 4 and real-time tech.

Feeling a sense of deja vu there? I don’t blame you, because this isn’t the first time Lionhead has openly stated that it’s working on an unannounced Unreal Engine 4 title. Through the link you’ll find another job posting that called for applicants well-versed in “re-imagining existing franchises”.

While this screams ‘Fable 4’ we’re still to see Fable Legends launch, so right now it’s anyone’s guess. Lionhead’s latest Senior Graphics Programmer job advert begins, “Lionhead Studios is seeking a highly skilled and experienced Graphics Programmer to be a key contributor on an unannounced title for Xbox One. We’re looking for someone who is passionate about games and graphics and has experience working on modern rendering engines (DX11 or equivalent), someone with a natural affinity for CPU and GPU optimisation and an eye for visual quality.”

Elsewhere; it adds, “The role involves Unreal Engine 4, so experience with UE3 and especially UE4 is an advantage but not necessarily required. Although we’re using a third party engine, we’re developing a significant amount of graphics tech in-house, so we need someone can join the team and help us push the boundaries of next-gen console hardware.”

Under ‘technical/functional skills,’ Lionhead lists:

  • – Fluent in C++ and shader languages (ideally HLSL, but possibly GLSL/Cg).
  • – Ability to balance aesthetic requirements with performance needs.
  • – A good knowledge of at least one modern graphics API (D3D9, LibGCM or OpenGL)
  • – Excellent grasp of CPU optimisation ideally with multi-core CPU architectures
  • – Experience with low level GPU optimisation, identifying bottlenecks
  • – Knowledge of Direct3D 11 or equivalent (shader model 5, compute shaders, tessellation etc.), ideal but not essential
  • – In-depth knowledge of existing graphics techniques and algorithms (e.g. shadow mapping, dynamic lighting, effects, culling).
  • – Actively follows developments in graphics and engine design research topics, in particular real-time lighting techniques such as real-time global illumination and deferred rendering pipelines.
  • – Excellent knowledge of current generation engine methods and techniques covering a variety of wide-ranging fields such as post-processing, lighting, animation and resource streaming.

Curiouser and curiouser. What do you think?

Via DualShockers.

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