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Software Engineer - Unreal Engine Integration (C++) - Vomp, Austria

Vizrt
CompanyVizrt
CategoryEngineering
LocationVomp
RemoteOn-site (inferred)
EmploymentFull-time
LevelNot stated
SalaryNot stated by the employer
Posted13 May 2026
Last verified12 Aug 2026
SourceEmployer ATS (workable)
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Description
About Vizrt Since 1997, Vizrt has empowered the world's leading broadcasters and content creators - CNN, BBC, Fox, CBS, Al Jazeera, Netflix, Amazon Prime Video, and 100+ others - with cutting edge visual storytelling technology. We are a global team of 600+ innovators across 17 countries, pushing the boundaries of real-time graphics, cloud production, and broadcast automation. Vizrt Austria GmbH is located in Vomp, just outside Innsbruck in the middle of the Alps. You will find yourself working in a modern environmentally friendly building alongside international colleagues where team spirit and work-life balance are taken seriously. This is where the core of Viz Engine is built. The Opportunity Viz Engine is Vizrt’s real-time 3D rendering and compositing platform, with its own rendering pipelines. One of its render modes integrates with Unreal Engine as a compositor – Unreal renders photorealistic 3D environments while Viz Engine handles broadcast graphics, video keying, tracking, and output. This combination allows broadcasters to build virtual studios and augmented reality productions using UE’s visual quality, delivered live on air. The UE integration is one of the most innovative and fast-moving areas within our team. Unreal Engine keeps evolving, and so does what our customers want to do with it – from virtual sets and AR content to videowall workflows. You will shape how we bridge these two worlds. You will join a team of experienced engineers and share ownership of the UE integration stack. There is room to bring your own ideas, try new approaches, and influence how things are built. The domain is technically rich, but you will not be on your own – the team around you covers rendering, video output, and the Viz Artist application, and everyone collaborates closely. What you will work on Depending on your interests and strengths, your work will touch several of these areas: UE plugins and Viz Engine integration: media sources, render targets, texture sharing between Viz Engine and UE, compositing pipeline Optimizing performance and delays for broadcasting needs Keying and compositing Camera tracking integration HDR and color pipeline. Build and test automation GPU-level debugging Handling customer escalations related to UE integration. You do not need to know all of this from day one. Many of these topics are learnable, and you will have experienced colleagues to work with Requirements Required Skills (Must Have) 3+ years of professional C++ development , with solid understanding of modern C++ Unreal Engine programming experience using the C++ API (not just Blueprint scripting). You should be comfortable building or extending UE plugins, working with the module system, and navigating the Engine source Solid knowledge of real-time rendering concepts : render pipelines, GPU resources, frame synchronization, shader basics Fluent English , written and spoken, for international team collaboration Highly Valued Skills GPU texture sharing or compositing experience : DirectX shared textures, render targets, texture format conversions, or similar inter-process GPU resource sharing Experience working with multiple UE versions and understanding how Engine API changes affect plugin compatibility Camera tracking system integration : Mo-Sys, Stype, Ncam, HTC Vive Tracker, or similar position/rotation tracking hardware used in virtual production Experience with broadcast or live production technology – understanding that “real-time” means 50/59.94 fps with zero frame drops on air AR/VR compositing workflows: chroma keying, depth compositing, virtual set integration, Composure framework in UE Color science and HDR : ACES, BT.2020, PQ/HLG transfer functions, tone mapping for broadcast output Large codebase comfort : ability to navigate and contribute to a codebase with limited documentation Familiarity with DirectX 11/12 interop and