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Frontend Engineer - Graphics & Rendering / Frontend izstrādātājs - grafika un renderēšana

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Evolution logoEvolution · Riga, Latvia
Full-timeOn-site1mo ago
AgileAndroidAngularDesign SystemsGitLabReact
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Requirements

  • Exceptional command of frontend fundamentals. You understand what happens below the framework - the browser's rendering pipeline, memory, the event loop, where time actually goes.
  • Deep experience in at least one modern framework. React, Vue, Svelte, Angular - we don't mind which. Framework is a tool; we're hiring for the thinking behind it.
  • Genuine interest in graphics, animation, or real-time rendering. You don't need professional Canvas or WebGL experience on day one. You do need to be the kind of person who gets excited by a frame-budget problem rather than dreading it.
  • Architectural sensibility. You think about abstractions and APIs, not just implementations. You've designed systems that other engineers then built on, and you're willing to challenge the status quo when the status quo has drifted.
  • Fluent English , written and spoken. Daily collaboration with international colleagues.
  • Bonus points
  • Shipped production work with Pixi, Babylon, Three.js, or raw WebGL/Canvas.
  • Written your own engine, renderer, or framework - side projects count.
  • Comfortable with performance profiling under real constraints: Chrome DevTools, flame graphs, finding what's actually eating frame time on a mid-range device.
  • Experience in large codebases or framework design - monorepos, design systems, SDKs, platform teams.

Benefits

€4500-€8000 gross monthly, with room to go higher for exceptional candidates.Hybrid schedule: 3 days in the Riga office, 2 days remote.Health insurance after the probation period.A culture that rewards exploring new approaches, including hackathons.International team, modern delivery processes (Agile, GitLab, CI), and your choice of IDE and hardware.How to applySend us your CV along with a short note - a paragraph or two - about a frontend project you're proud of, especially if it involved graphics, performance, or architecture work. Tell us what was hard about it and what you'd do differently now.We read every application.Darba aprakstsHealth insuranceRemote work optionsPerformance bonus

Additional Information

At Evolution, our frontend engineers build graphics-rich real-time casino games for hundreds of thousands of concurrent players on the web - across mobile and desktop browsers. They own these games, working closely with motion designers and product. The technical bar is real: games have to run smoothly across the full hardware spread - from low-end Android phones four-plus years out of date to the latest foldables - with our UI layered over the video stream and no room to drop frames. That constraint shapes every decision we make. This is not a React CRUD job. We use React where it fits, Pixi for 2D, Babylon for 3D, and we drop into GLSL when a signature effect calls for it. Several of our engineers have built their own engines and frameworks on the side, and that mindset shows up in our game library - layered abstractions with common UI components, an abstract game layer, per-genre cores for roulette, blackjack, baccarat, craps, and game shows, with multiple variations built on top by parallel teams. If you enjoy designing the framework as much as shipping in it, you'll fit here. Every engineer gets AI coding tools and the freedom to use them. We treat them as a force multiplier on the hard problems, not a substitute for understanding them - which matches how this team works in general. What you'd be doing Some of the games Evolution is now known for - Crazy Time, Immersive 3D roulette, Ice Fishing - were pioneered here in Riga. You'd join one of the teams shipping the next ones - building games that play at scale, and pushing on the architecture that lets us keep shipping them. We're especially interested in engineers who want to work closely with our motion designers and product design team on the visual effects that make a game feel alive. Most of that work happens in Pixi with WebGL filters under a tight frame budget; occasionally - a few times per project - it calls for a custom shader, and when it does, it's the most visible thing a player sees.


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