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.