Confetti is looking for more Graphics Programmers

Confetti Interactive is seeking a Graphics Engineer to help maintain, optimize, and extend cutting-edge graphics engines.
The focus of the candidate will be on visual effects, developing graphics algorithms and optimizing engine code. The scope of the candidate’s responsibilities will extend based on need and ability.

Key Responsibilities
• Writes clear, maintainable, portable C or C++ code
• Understanding entire graphics engine architecture, from game interface to graphics API interface
• Writing and maintaining custom shaders across a range of hardware
• Works well with other engineers, artists and designers
• Accurately estimates his/her schedules and delivers high quality work products to that schedule

Required Skills
• Bachelor’s degree in Computer Science or equivalent
• Experience with DirectX 12, Vulkan, Metal, or other current rendering API
• Experience creating a rendering engine
• 3+ years professional software development experience
• 2+ years professional graphics programming experience
• Expertise in building multithreaded, real-time systems
• Experience writing systems balancing performance and maintainability
• Excellent analytical and mathematical skills
• Strong interpersonal skills and problem solving ability

Recommended Skills
• Experience across multiple platforms or wide range of hardware capabilities
• Experience profiling and optimizing both CPU and GPU utilization

Please send e-mail to wolf at

Confetti’s 2018 – A Retrospective

The year 2018 was the most exciting year of Confetti’s now nearly 10 years of existence. We have now satellite offices in Mumbai, Shanghai, St. Petersburg and Lutsk. We are still thinking about how we will celebrate our tenth anniversary this year …

Before we dive into the list of projects of 2018, we would like to thank everyone who worked with us or recommended us to new clients. Your recommendation is our biggest reward!

One of the big projects we worked on this year is our open-source rendering framework The Forge, that became quite popular and is now used in several custom and middleware engines:

At Confetti we always had an internal rendering framework that we used to work on all our projects over the years and when we began to work on a successor, we decided to open-source this new framework from the start. The Forge is a huge success story. We had 22 releases in 2017 and many people from outside the company now contribute to The Forge.

The first public appearance of The Forge was on two XFest talks at the beginning of the year, where we described an improved Triangle Visibility Buffer system for XBOX One and XBOX One X. Speaking of Triangle Visibility Buffer: we improved the demo even more with native HDR content towards the end of the year. You can find it in the GitHub repository.

One of the more uncommon projects was a robotics project, utilizing the Gazebo engine for Amazon.

We developed several optimal and fully configured reference scenes that can be used with this engine for robot simulation. Those scenes were a race track, book store, a sparse object density room and a mars surface scene.

We also consulted on the Volition Engine for Deep Silver this year.

This engine is “sporting” our Dynamic Global Illumination system Aura.

We are working with Google to improve the game engine support infrastructure of the Google Project Stream service

Since 2018 we also work on Stormland for Insomniac:

In 2018, we also started to work with NVIDIA on the NSight graphics debugger.

Since more than nine years we work with Qualcomm and this year was no exception.

Since 2014 we help Supergiant to port their games to new platforms. After having ported Transistor to iOS in the past, this year we ported Transistor to Switch:

We love Supergiant games!

We wrote the initial Dolby Vision SDK and this year we worked again on a newer version of the SDK with an improved algorithm, showing of a HDR test scene.

Rendering in a web browser becomes more and more feasible with the improving support of WebGL in browsers. We continued this year upgrading the rendering system of Amazon Sumerian.

For a large part of the year, we finished our work on the Starbreeze / StarVR SDK. It was released during SIGGRAPH in September:

Under the topic of non-disclosed project we spent some time with software patents related to Ray Tracing. We also worked with Dolby and others on some secret projects. Many of our unannounced projects can’t make it into a retrospective like this. You guys know who you are! Thanks for working with us. Oh and yes we are working on that new website (I mentioned it now the last three years, so must be true this year).

If you are interested in reading our retrospectives of the last five years, please check out the following links: (Confetti’s 2017) (Confetti’s 2016) (Confetti’s 2015) (Confetti’s 2014) (Confetti’s 2013)

The Forge – Release 1.14 – August 9th, 2018 – Early Alpha of the Shader Translator system | Refactored Texture / Rendertarget interface for all platforms

An early alpha of Confetti Shader Translator

The Forge is available on GitHub

Today we open-source our new rendering framework on GitHub. Our old rendering framework served us now nine years. Let’s hope the new one will be good for the same time frame.

The Forge on GitHub

There is a Twitter channel called @TheForge_FX

Although we consider this framework still our internal workspace, we will try to regularly provide updates of the GitHub repository.

GDC Demos

Confetti was helping with a lot of demos on the show floor. The following list should cover most of them:

Amazon Luberyard iOS / Android support:
Lumberyard on iOS

Vulkan UE4

Woodland demo showcasing a clearing in the forest and a female chinese style archer.
Rin demo


Deep Sea Creatures
Deep Sea Creatures swimming in the ocean.
Deep Sea Fantasy Creatures

Epic Dolby Vision Demos:
Paragon Trailer
Trailer for the latest FPS MOBA from Epic, Paragon.

Realtime previs for McLaren concept cars.
McLaren Demo

Confetti’s 2015 – A Retrospective

As the year winds to a close, we wanted to reflect on 2015, outline the exciting projects we worked on and thank all of you out there, who support us.

In the nearly seven years of Confetti’s existence, this was by far the most exciting, most successful and most colorful year (I know we said this the last two years, but it is true :-)).

This year we started a new tools department, grew again out of our office space while still having the challenge of finding more space, worked with the coolest projects in the industry and
established our office in Europe in Breda, Netherlands to serve our European customers better.

This is also the first year, where we can see the effect of what we call “third-generation” recommendations. We worked with a company in 2010, the person we worked with moved to the next company and recommended us and then from this company someone moved on and recommended us again to the third customer. Thanks for all the awesome recommendations!!

This year we helped to ship Transistor for iOS. This is an awesome game and we enjoyed working with the super nice and talented team of Supergiant Games a lot! Make sure to checkout the game!

We also helped to launch Vainglory on the Android platform in the first months of the year. If you like to play a MOBA on a mobile platform check it out. It was a joy to work with the super cool team at SuperEvil Mega Corp.

This year we also started a project with the famous German research center KIT in Karlsruhe. Our relationship with these guys goes way back to the founding of this company. Carsten Dachsbacher has always been a member of our advisory board. We are hoping to publish the project we worked on as open-source very soon. Not to spill the beans, but it has something to do with a next-gen rendering system; in other words more lights and many more shadows compared to current rendering systems.

One of the few remaining IPs that we haven’t worked on in the last seven years was Call of Duty. We were painfully aware of this until we got the chance to finally work on Call of Duty Black Ops III. Now we can say we worked on many or most of the big IPs in our industry 🙂

Since nearly seven years, Qualcomm is a great customer and this year like every other year we worked on a few interesting new projects with them. Supporting a “tinkering” hardware platform was one of them. We also returned to the Qualcomm offices in Bangalore and Hyderabad.

We are a middleware / consulting / service company for the game and movie industry. This year we worked with Red Giant on future real-time rendering high-quality post-processing effects for movie post production.

Our friends at Undead Labs are one of our returning customers. This year we helped them with various additions to their engine, including adding a new real-time skydome system with volumetric clouds.

Dolby Vision is the new HDR standard for TVs/ Monitors of the future. It is very impressive to see these new TVs/Monitors in action. We wrote the Dolby Vision SDK and now support various game developers and hardware vendors in implementing it.

Since nearly two years we work with Amazon Game Studios on their game engine. Creating new and especially next-gen technologies for many hardware platforms never fails to excite us 🙂

With the new rendering APIs available now, we are involved not only in designing those APIs in Microsoft’s Advisory Board and in the Khronos Group but also frequently implement them in game engines. We worked on various game engines this year on implementing Metal / iOS, DirectX 12 and Vulkan PC/Mobile.

We also worked on a wide range of new tech that we developed in-house, like for example a next-gen rendering system that removes the memory bandwidth overhead of filling G-Buffers from the rendering equation. Our middleware packages Aura, Ephemeris and PixelPuzzle evolved and are running even more efficiently on PC, PS4 and XBOX One. There is also a new middleware package at the horizon. Stay tuned for even more exciting stuff! 🙂

Many of our unannounced projects can’t make it into a retrospective like this. You guys know who you are! Thanks for working with us 🙂

Oh and yes we are working on that new website …

Confetti’s 2014 – A Retrospective

In the nearly six years of Confetti’s existence, this was by far the most exciting, most successful and most colorful year. This year we got the chance to work with many AAA teams and help them fulfill their vision of a great game.

At the beginning of the year we worked on Murdered – Soul Suspect on a wide range of visual effects and engine optimizations.

For AMD we worked on CPU optimizations for the new Futuremark Benchmark.

After more than a year of working on Star Citizen, we finished our tasks in the second half of the year. We worked on a wide range of rendering challenges like Nebula particles and distribution, Volumetric Explosions, Order-Independent Transparency and on the Capital Ship Damage system.

Our first customer Qualcomm works with us since more than five years. We are very proud of that relationship. This year we spent some time in the Qualcomm offices in San Diego and India.

Super Evil Mega Corp has a winner in their hands with Vainglory. We are proud to add new features to this game and enjoy working on new features.

Transistor has one of the best user review scores on Steam. We feel honored to have been asked to help bringing the game to new platforms.

Amazon Game Studios is becoming a technology powerhouse. We help by adding features to their engine.

We had and still have a great time on working with Dolby on future monitor technologies. Extending Unreal Engine 4 to run a wider range of color and brightness values is a challenge just right up our alley 🙂

AMD involved us with optimizing the GPU usage of Dirt 4. Like its predecessors the game looks super awesome and now runs a bit faster 🙂

We also worked on a wide range of new tech that we developed in-house, like for example Volumetric Explosions, new PostFX and others. Our middleware packages Aura, Ephemeris and PixelPuzzle evolved and are running efficiently on PC, PS4 and XBOX One.