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Architectural Rendering Jobs in Quebec (NOW HIRING)

... rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly Targets platform-specific GPU constraints: the PS5/Xbox Series GPU ...

New

C++ at an architectural level, not just usage; Blueprint proficiency; engine subsystem familiarity (rendering, physics, gameplay framework, GAS a strong plus) Strong C++ fundamentals - systems design ...

... scaling and rendering their work more valuable across our integrated platform, enabling us to ... Art, Architecture or Interior Design and relevant experience preferred * People and relationship ...

We're growing so that we can help leaders in gaming, entertainment, engineering, and architecture ... Be fascinated with building cutting edge technology in gaming from video rendering to UDP protocols

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Architectural Rendering information

See Quebec salary details

$11K

$58.5K

$159.5K

How much do architectural rendering jobs pay per year?

As of Jul 18, 2026, the average yearly pay for architectural rendering in Quebec is $58,473.00, according to ZipRecruiter salary data. Most workers in this role earn between $29,000.00 and $68,500.00 per year, depending on experience, location, and employer.

What are the key skills and qualifications needed to thrive in the Architectural Rendering position, and why are they important?

To excel in Architectural Rendering, you need a strong proficiency in 3D modeling, visualization, and an understanding of architectural concepts, usually backed by a degree in architecture, design, or a related field. Expertise in industry-standard tools such as Autodesk 3ds Max, SketchUp, V-Ray, Lumion, and Adobe Creative Suite is highly valued, and knowledge of BIM software can be a plus. Attention to detail, creativity, effective communication, and the ability to collaborate with architects and designers are key soft skills. These competencies are crucial for producing compelling, accurate visualizations that effectively convey design intent to clients and stakeholders.

What is an Architectural Rendering job?

An Architectural Rendering job involves creating visual representations of architectural designs using 3D modeling, rendering software, and illustration techniques. Professionals in this field produce photorealistic images, animations, and virtual walkthroughs to help clients, architects, and developers visualize projects before construction. They work with architects, interior designers, and real estate firms to enhance presentations and marketing materials. Strong skills in software like 3ds Max, V-Ray, and Photoshop are essential.

What are the typical daily responsibilities of an Architectural Rendering professional?

As an Architectural Rendering professional, your typical day often involves collaborating with architects and designers to interpret project requirements, creating and refining 3D models, adjusting lighting and textures, and producing high-quality visualizations or animations. You may also participate in meetings to discuss design intent, incorporate client feedback, and ensure that renderings accurately reflect project specifications. Additionally, staying current with digital rendering techniques and software updates is an important aspect of your ongoing development. This role frequently requires balancing multiple deadlines and adapting to changes based on team or client input. Working in this position provides a dynamic mix of creative problem-solving and technical execution.

What are popular job titles related to Architectural Rendering jobs in Quebec? For Architectural Rendering jobs in Quebec, the most frequently searched job titles are:
What job categories do people searching Architectural Rendering jobs in Quebec look for? The top searched job categories for Architectural Rendering jobs in Quebec are:

Other

Posted 3 days ago

New


Job description

Devoted Studios is a globally remote game development company specializing in Co-development, Porting, and End-to-End Art Production for the global gaming industry. We collaborate across time zones to support projects on all major platforms, engines and styles - from AAA titles to emerging technologies.

Our team includes world-class talents who bring deep expertise in external development, pipeline optimization, and creative problem-solving. Whether it's porting games to new systems, enhancing gameplay features, or crafting stunning visuals, Devoted Studios operates as a trusted, flexible extension of our partners' internal teams.

We are proud to be the development partner of choice for industry leaders such as:

    • Epic
    • Xbox
    • Meta
    • Obsidian Entertainment
    • Riot
    • Gearbox Software

In this role, you will own and drive the development of core systems and performance initiatives from planning and design through implementation and optimization. Working closely with engineers and cross-disciplinary teams, you will provide technical leadership and feature ownership.

CPU & Game Thread Optimisation (~25%)

Profile and optimise the game thread, render thread, and RHI thread in Unreal Engine - identifies cross-thread bottlenecks, tick overhead, and task graph inefficiency

Diagnose and resolve hitching: garbage collection pauses, streaming stalls, async loading conflicts, physics simulation spikes

Reduce tick overhead: identifies UObjects and ActorComponents with unnecessary tick enabled, unnecessary work in hot paths, incorrect tick group assignments

Optimise gameplay and engine code at the C++ level - not just profiling and handing recommendations to another engineer; writes and ships the fix

Instruments custom profiling markers (SCOPE_CYCLE_COUNTER, CSV_SCOPED_TIMING_STAT, custom Unreal Insights channels) for ongoing regression detection

GPU & Rendering Pipeline Optimisation (~25%)

Profiles rendering performance using RenderDoc, PIX, NSight, Xcode GPU Frame Capture, and Unreal's GPU Visualiser - isolates draw call overhead, overdraw, shader complexity, and GPU memory bandwidth

Works with the rendering team to optimise material pipelines: shader permutation reduction, LOD tuning, occlusion culling, distance field shadow optimisation

Identifies and resolves GPU memory pressure: texture streaming configuration, render target pooling, VRAM budget management per platform

Understands the rendering architecture deeply enough to distinguish CPU-bound vs GPU-bound vs bandwidth-bound frames and route the fix correctly

Targets platform-specific GPU constraints: the PS5/Xbox Series GPU architecture differs meaningfully from PC; mobile (Adreno, Mali, Apple GPU) has its own thermal and bandwidth profile

Memory Profiling & Leak Detection (~20%)

Owns memory budget compliance on client engagements: tracks resident set size, texture memory, audio memory, and engine overhead against platform limits

Finds and eliminates memory leaks in C++ using both automated tooling (ASan, Valgrind on non-console platforms, custom allocator hooks) and Unreal's LLM (Low-Level Memory tracker)

Manages memory fragmentation: understands pooled allocators, custom memory arenas, and when Unreal's default allocation strategy creates fragmentation under long session times

Console memory work is the hardest version of this: fixed RAM ceilings with no swap. Has shipped inside those constraints.

Builds memory regression tests that run in CI - not just point-in-time snapshots

Networking / Latency Diagnostics (~10%)

Profiles and optimises Unreal's replication system: identifies bandwidth-heavy actors and components, tunes replication frequency, prioritises replication correctly under load

Diagnoses client-server latency: distinguishes network latency from server frame time from client simulation cost - does not conflate them

Familiar with NetStat, Unreal's network profiler, and packet-level capture when needed

Scope: supports multiplayer engagements where networking is a performance constraint - not the primary discipline on pure-networking architecture

Profiling Tool Development & Automation (~20%)

Builds internal profiling tools in C++ (UE plugins) and Python - automated perf validation scripts, CI-integrated regression detection, custom Unreal Insights data channels

Writes automated performance regression tests: baseline capture, threshold alerting, trend visualisation - so regressions are caught in the build, not in the client review

Builds or improves developer-facing profiling UX: makes it easier for other engineers on the engagement to find their own bottlenecks without specialist involvement

Documents profiling methodology and tool usage: other engineers can reproduce the analysis without a knowledge transfer session

Requirements

5+ years of professional game engineering experience with at least 3 years in a dedicated performance, engine, or low-level systems role

At least 2 shipped commercial titles where performance was a named ownership area - not a general engineering role that included some profiling

C++ at a deep level: understands memory layout, cache efficiency, branch prediction, SIMD, and how the compiler's optimisation decisions affect runtime behaviour

Unreal Engine 5 profiling expertise: fluent in Unreal Insights, Stat commands, LLM, GPU Visualiser - not just aware of them, but has used them to find real problems on real projects

Cross-platform experience: has shipped on at least two platform types (PC + console, or console + mobile) and understands the meaningfully different constraint profiles

Python proficiency: writes automation scripts, CI integration, data processing for perf telemetry - not a Python developer, but not blocked by Python tasks

Structural fix mindset: profiles, identifies root cause, writes the C++ fix. Does not stop at the recommendation.

Can explain a performance problem to a gameplay engineer or producer without requiring them to understand the GPU pipeline

Preferred

Console certification performance submissions: has prepared and passed Sony/Microsoft performance gates

Mobile performance work on Android (Adreno/Mali/Dimensity) and/or iOS (Apple Silicon GPU) - thermal throttling, tiling architecture, bandwidth constraints

Custom allocator or memory pool implementation in C++

Shader authoring knowledge: HLSL/GLSL fluency sufficient to read a shader and identify unnecessary ALU or texture sample cost

Familiarity with Tracy, Optick, or custom in-house profiling frameworks beyond Unreal's built-in tooling

Experience optimising Nanite, Lumen, or other UE5-specific rendering features at engine depth

Benefits

This is a full-time employment role with standard benefits in Quebec province.