Develop end-to-end XR applications using OpenXR, owning architecture, implementation, testing, and iteration.
Responsibilities
- Build interactive features including input handling (controllers, hands, haptics) and scene interaction systems (grabbing, ray interactions, 3D UI).
- Optimize rendering and performance to meet latency-sensitive frame pacing targets (72/90/120 FPS).
- Integrate platform and runtime features such as tracking spaces, anchors, and passthrough via OpenXR extensions.
- Create clean, testable code and contribute to basic CI/build scripts.
- Debug runtime and device issues across graphics, tracking, and input, providing clear repro steps and fixes.
Required Skills
- 3+ years of professional software development experience shipping 3D real-time applications (XR, games, or simulation).
- Practical experience with OpenXR core concepts: instance/session, swapchains, spaces, and actions.
- Strong C/C++ and/or C# skills, depending on the specific stack requirements.
- Experience with a real-time engine or framework: Unity (C# OpenXR plugin), Unreal (C++ XR pipeline), or custom native OpenXR rendering with Vulkan/OpenGL/DirectX.
- Understanding of rendering and performance constraints for XR, including GPU/CPU bottleneck analysis.
- Ability to collaborate with product and UX stakeholders, documenting design decisions and tradeoffs.
- Strong debugging skills for graphics, tracking, and input subsystems.
Preferred Skills
- Shipped at least one OpenXR-based app or feature to production.
- Experience with OpenXR extensions (hand tracking, eye gaze, foveated rendering, scene/space-related).
- Graphics experience with Vulkan/OpenGL/DirectX, shaders, and profiling tools (RenderDoc, engine profilers).