General Information
- Location: Vancouver
- State: British Columbia
- Country: Canada
Description & Requirements
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At EA, we believe games are powerful because they bring together multiple ways people engage: play, watch, create, and connect. And increasingly, the biggest entertainment platforms aren't just places to consume content - they're places where communities build.
Creator-made content is already a proven part of EA's history - from community creation tools in Battlefield to The Gallery in The Sims 4. We believe new creative technologies and tools will expand how players engage with and contribute to our experiences, supported by thoughtful product design, safety systems, and global reach. Our focus is on enabling more players to participate in creative expression by making creation easier, safer, and more rewarding.
As a Senior Software Engineer, you will own the architecture and development of a shared platform for capturing synchronized, multimodal data from EA game engines. You will create the reusable systems that allow title teams and researchers to collect rendering, simulation, input, audio, and gameplay signals through a consistent technical interface.
You will work across engine domains and title architectures to turn experimental instrumentation into a reliable platform. You will balance research flexibility with performance, stability, maintainability, security, and developer usability.
This is a hybrid role, working three days per week in Montreal or Vancouver
You will report to the Lead Technical Director.
Responsibilities:
You will develop the architecture for a reusable in-engine multimodal capture SDK.
You will establish the timebase and synchronization contracts across rendering, simulation, input, audio, and gameplay systems.
You will develop shared capture interfaces for pre- and post-interface color, depth, normals, motion, camera, input, physics, animation, game state, and action events.
You will define buffering, serialization, encoding, session manifests, schema evolution, and delivery contracts for certified raw capture sessions.
You will profile and optimize instrumentation to manage performance, memory, GPU, storage, and stability costs in complex real-time systems.
You will partner with title integration engineers to create portable adapters and repeatable onboarding patterns across multiple game architectures.
You will build prototypes to evaluate new capture techniques and guide their transition into supported platform capabilities.
Qualifications:
12+ years of professional software engineering experience, including experience with AAA game engines or comparable real-time systems
Expertise with C++ and software architecture in large, multithreaded codebases
Experience across several engine domains such as rendering, simulation, gameplay systems, animation, physics, audio, tools, or content pipelines
Experience designing instrumentation, telemetry, capture, replay, or observability systems for performance-critical software
Experience designing developer-facing SDKs, APIs, or platform abstractions used by multiple teams
Experience with Python and CI/CD tools such as Jenkins or GitLab
Experience providing technical leadership through architecture, code review, mentoring, and cross-team influence