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Senior Renderer Developer (WebGL/WebGPU) (VRS Nagar)

Twin Harbour Interactive · All India

📅 11/08/2026
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Join us as Senior Renderer Developer on Supremacy: WW3! At Twin Harbour Interactive we strive to develop high-quality strategy games and make them accessible for all players around the world. In our eyes game development is a promise for fun and entertainment thats what we live and aim for! Whether you're an expert tactician or an imaginative world-builder, there's a place here for you to grow, thrive, and leave your mark. We are looking for an experienced Senior Renderer Developer to join our rendering team in Malta and help shape how hundreds of thousands of players see our world. Supremacy: WW3 is a grand strategy game running in the browser and on mobile on our proprietary WebGL-based renderer, and you will be part of owning that renderer end to end from the world map and unit rendering down to the shaders themselves. This is a role with a genuinely open playing field. Our renderer is a mature, battle-tested codebase with a lot of clever engineering in it, and it is now ready for a significant modernisation step: migrating a legacy WebGL 1 shader library to WebGL 2 and WebGPU, moving to a linear workflow, introducing level of detail and spatial partitioning, and cutting the memory footprint and power consumption on mobile devices. If you like measurable wins frame times, battery life, memory ceilings, devices supported you will find plenty of them here. The renderer is written in JavaScript/TypeScript on top of Three.js and WebGL (GLSL), and connects to a Java game server and a PHP-based API responsible for user management and meta progression. We are API-agnostic by preference: we care much more about your understanding of what the GPU is actually doing than about which APIs or frameworks you have used. Please submit your resume outlining your relevant experience and why you are interested in joining Twin Harbour Interactive. We look forward to hearing from you! YOUR MISSION - Own the rendering layer of Supremacy: WW3 with a second renderer developer as a collaborative pair - shared backlog, mutual code review, no single point of failure. - Develop, optimize and document the GLSL shader library, and drive its migration from WebGL 1 to WebGL 2 and, in time, to WebGPU. - Profile and optimize CPU/GPU performance across desktop and mobile: draw call reduction, level of detail, spatial partitioning, lighting rework, eliminating per-frame work that belongs at startup, reducing loading times and removing first-frame stutter. - Reduce memory footprint through texture atlas cleanup, asset scaling, modern texture compression (e.g. KTX2 UASTC) and smarter resource lifecycles directly lowering soft crashes on low-end devices. - Investigate and resolve visual artefacts in a live, long-running product, replacing old workarounds with correct solutions. - Implement new player-attracting visual features: realistic terrain, weather and particles, dynamic geometry, improved shadows, 3D models, animations, skins and alternate camera perspectives. - Build in-house tools for Rendering and Art teams, like in-game asset preview, atlas inspection and lighting/colour tuning, so artists can iterate without waiting on engineering. - Modernize and refactor the rendering codebase, including migrating JavaScript to TypeScript and removing legacy paths. - Work closely with Art, Game Design, QA and Development teams, and our sister studios at Stillfront; share learnings across engineering. - Contribute your low-level graphics expertise to our longer-term move towards Unity - building pipelines, working out complex shader maths and implementing custom techniques. YOUR PROFILE - Experience in real-time graphics programming and knowledge of at least one modern graphics API (WebGL 2, WebGPU, OpenGL, Vulkan, DirectX or Metal) - focused on transferable low-level understanding. - Solid shader authoring skills (GLSL, HLSL, WGSL or equivalent) and a genuine understanding of the GPU pipeline: pipeline stages, state changes (switching shaders, binding textures, enabling depth testing, updating uniforms), synchronisation, instancing, buffers, texture formats and blending. - Thorough real-time rendering fundamentals: linear colour workflow, lighting models (BRDFs; direct/indirect), coordinate spaces, geometry manipulation, normal mapping, shadowing, culling techniques, level of detail, and post-processing (tone mapping, gamma correction, anti-aliasing, screen-space effects). - Hands-on experience with graphics profiling and optimization tooling (e.g. RenderDoc, PIX, Spector.js, browser GPU profilers, Xcode/Android GPU tools) with a measurable before-and-after approach. - Proficiency in JavaScript/TypeScript, or willingness to become proficient quickly; experience with Three.js or a comparable WebGL engine is a strong plus. - Comfortable working in a large, mature codebase: quickly understand unfamiliar systems, form hypotheses, and fix root causes. - A degree in computer science/graphics or a similar IT-related field, or .
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