E

Electronic Arts

Global publisher of live-service video games

Principal Machine Learning Engineer

Applied Machine LearningConfirmed live in the last 24 hours
Full-timeRedwood City, CA, USAIn-person

About the Job

Requirements

  • At least 20 years of development experience, including ownership of production systems for distributed-training input, with measurable improvements in throughput, accelerator utilization, step time, reliability, recovery time, or cost.
  • Expertise building custom PyTorch training and ingestion systems, or adapting TorchTitan, JAX/XLA with MaxText, Megatron Core/NeMo, or equivalent stacks for single jobs spanning thousands of accelerators.
  • Expertise in FSDP2/HSDP, tensor, context, and pipeline parallelism, mixed-precision training, and optimization on one or more accelerator platforms such as GPUs, TPUs, or AWS Trainium.
  • Pre-training experience and an understanding of how model architecture, data representation, batching, and orchestration affect training-system design and efficiency.
  • Expertise building large-scale multimodal streaming or hardware-accelerated ingestion with Ray Data, Mosaic Streaming, WebDataset, NVIDIA DALI, NVDEC, or equivalent technologies.
  • Deep knowledge of sharding, sampling, packing, caching, prefetching, deterministic data mixing, checkpoint-safe iteration, and elastic restart; experience with schemas, dataset versioning, lineage, quality, and reproducible training and evaluation.
  • Experience profiling I/O, CPU, memory, network, distributed workers, and accelerators, including diagnosing cross-layer failures and intermittent faults.

Responsibilities

  • Architect and build shared training input pipelines from certified game capture to accelerators, covering storage layout, decoding, sharding, sampling, packing, batching, caching, prefetching, and host-to-device delivery across multiple training frameworks.
  • Define schemas, data contracts, encodings, compression, and standards for dataset versioning, lineage, quality, coverage, acceptance criteria, and reproducible splits.
  • Build deterministic loaders and checkpoint-safe iteration that recover from worker or hardware failures and corrupt data, including elastic restarts and changes to cluster size or parallelism.
  • Design reproducible dataset mixtures and balanced batches across modalities, resolutions, sequence lengths, titles, and capture conditions, accounting for worker and rank locality and distributed parallelism.
  • Benchmark and enforce throughput, data-wait time, step time, and accelerator utilization and stalls. Model FLOPs utilization (MFU) where applicable, per-rank skew, scaling efficiency, restart time, reliability, and cost targets through thousands of accelerators.
  • Diagnose bottlenecks and intermittent failures across storage, network I/O, CPU, memory, decoding, preprocessing, and accelerators, including stragglers, faulty hardware, corrupt samples, and imbalanced batches.
  • Integrate compilers, runtimes, optimized kernels, low-precision training, and hardware-accelerated media processing. Maintain efficient data delivery and recovery under FSDP/HSDP, tensor, context, and pipeline parallelism across heterogeneous accelerator environments.
  • Lead training-pipeline architecture reviews, mentor engineers, and align priorities with research leads. Translate model and data-access requirements into scalable systems building on shared infrastructure services, while researchers retain model-research ownership.

About the Company

Electronic Arts

Global publisher of live-service video games

Electronic Arts (EA) publishes and distributes video games across consoles, PCs, and mobile devices. It creates games and extends their life with live services, such as downloadable content (DLC), in-game purchases, and subscriptions, to keep players engaged over time. Its products are sold as digital downloads and physical copies, with additional value through ongoing content and a subscription plan called EA Play that grants access to a library of games and perks. Compared with competitors, EA blends a broad lineup of genres and platforms with a steady revenue model based on live services and memberships, rather than relying only on initial game launches. Its goal is to inspire the world through play while building stable, recurring income by maintaining active player communities and expanding engagement across geographies.

Company size
10,001+
Company stage
IPO
Headquarters
Redwood City, CA
Founded
1991

Recently Posted Jobs

Explore more opportunities at Electronic Arts

See more jobs