XR Software Engineer - OpenXR
3B Staffing LLC
Position: XR Software Engineer - OpenXR
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
- Location: Redmond, WA - 100% onsite
- Duration: 12-month contract
- Interview: 1-2 video conference interviews with coding
- US and GC only
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.
- 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).
- 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.
Vacancy posted more than 2 months ago
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