Software Engineer III – OpenXR Developer
Job Description
REQUIREMENTS
-
- 3+ years of professional software development experience (or equivalent).
- Hands-on experience shipping 3D real-time applications such as XR, games, simulation, or visualization.
- Practical experience with OpenXR core concepts including instance/session, swapchains, spaces, and actions.
- Strong skills in C/C++ and/or C#, along with solid debugging abilities.
- Experience with a real-time engine or framework such as:
- Unity (C#) and OpenXR plugin ecosystem, or
- Unreal (C++) XR pipeline, or
- Custom/native OpenXR rendering with Vulkan/OpenGL/DirectX.
- Understanding of rendering and performance constraints for XR (72/90/120 FPS targets, GPU/CPU bottlenecks, latency).
- Preferred :
- Experience shipping at least one OpenXR-based app or feature to production.
- Familiarity with OpenXR extensions (e.g., hand tracking, eye gaze, foveated rendering, scene/space-related extensions).
- Graphics experience with Vulkan/OpenGL/DirectX, shaders, and profiling tools such as RenderDoc or engine profilers.
- Android XR experience including Gradle, NDK, JNI, or low-level platform integration.
- Experience building reusable components or frameworks for XR interaction or app scaffolding.
RESPONSIBILITIES
- Develop XR applications using OpenXR, covering architecture, implementation, testing, and iteration.
- Build interactive features including:
- Input handling (controllers, hands, action sets, haptics)
- Scene and interaction systems (grabbing, ray interactions, UI in 3D)
- Rendering and performance optimizations (frame pacing, latency-sensitive updates)
- Integrate platform/runtime features where applicable (tracking spaces, anchor-like constructs, passthrough/scene understanding via extensions).
- Create clean, testable code and contribute to basic CI/build scripts as needed.
- Debug runtime and device issues related to graphics, tracking, and input; provide clear reproduction steps and fixes.
- Collaborate with product, UX, and engineering stakeholders; document designs and tradeoffs.
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