Padmi

XR Software Engineer - OpenXR

United States · OnsitePosted 1 month ago
Software engineeringUnspecified
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Position: XR Software Engineer - OpenXR

Location: Redmond, WA – 100% onsite

Duration: 12-month contract

Interview: 1-2 video conference interviews with coding

US and GC only

Overview

We're looking for an XR Software Engineer to help build and maintain OpenXR-based XR applications. You'll work closely with engineers and cross-functional partners to prototype, implement, and iterate on immersive experiences that run across OpenXR-capable runtimes/devices.

Responsibilities

  • Develop XR applications using OpenXR (end-to-end: architecture, implementation, testing, and iteration).

  • Build interactive features such as:

  • Input handling (controllers, hands, action sets, haptics)

  • Scene/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 if available via extensions).

  • Create clean, testable code and contribute to basic CI/build scripts as needed.

  • Debug runtime/device issues (graphics, tracking, input) and provide clear repro steps and fixes.

  • Collaborate with product/UX and engineering stakeholders; document designs and tradeoffs.

Minimum Qualifications

  • 3+ years of professional software development experience (or equivalent).

  • Hands-on experience shipping 3D real-time applications (XR, games, simulation, or visualization).

  • Practical experience with OpenXR (core concepts: instance/session, swapchains, spaces, actions).

  • Strong C/C++ and/or C# skills (depending on stack), plus solid debugging skills.

  • 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/perf constraints for XR (72/90/120 FPS targets, GPU/CPU bottlenecks, latency).

Preferred Qualifications

  • Shipped at least one OpenXR-based app or feature to production.

  • Experience with OpenXR extensions (e.g., hand tracking, eye gaze, foveated rendering, scene/space-related extensions).

  • Graphics experience: Vulkan/OpenGL/DirectX, shaders, profiling tools (RenderDoc, engine profilers).

  • Android XR experience (Gradle, NDK, JNI) or low-level platform integration.

  • Experience building reusable components/frameworks for XR interaction or app scaffolding.

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