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Senior Software Engineer - Map Viewer

ONX, Inc.

Senior Software Engineer - Map Viewer

Bozeman, Montana, United States

About OnX

We're a team of builders, adventurers, and risk takers using technology to help people confidently explore the outdoors. Driven by our mission to awaken the adventurer inside everyone, we build products that optimize every outdoor experience and inspire confidence to get out and go further.

We're a high-growth tech company. The pace is fast, the work takes grit, and ambiguity is part of the job. As the world changes around us, we adapt - continuously evolving how we build, prioritize, and deliver.

Our business moves quickly, and there's real opportunity to shape what we build next. Each of our verticals - Hunt, Offroad, Backcountry, and Fish - is at a different stage of maturity, which means the challenges you encounter and the impact you have will vary depending on where you sit and what the business needs most.

We operate with an experimentation mindset, continually iterating and improving how we solve problems. We expect our people to use the latest tooling, including AI, thoughtfully and responsibly, pairing human judgment with technology to increase quality, speed, and impact.

Our impact comes to life through the products we build, in the stories of our customers, and in our growing commitment to land stewardship and recreational access.

About This Opportunity

The Core Services team builds and maintains onX's proprietary cross-platform map rendering engine, written in C++, shipped as native SDKs to Android, iOS, and web clients. The engine powers map experiences across onX products. We are looking for someone who can bring production engineering expertise — someone who knows what it takes to deliver and operate software at scale, and who is genuinely excited to apply that experience inside a cross-platform mobile graphics engine. The secondary scope of this role is the engine itself. You need to arrive with the CS depth and the production instincts to bring meaningful impact, and a strong motivation to contribute to a successful SDK launch. This role will report to the team's Engineering Manager.

What You'll Do Essential Job Duties & Functions

CI/CD & SDK Delivery Pipeline [Primary]

Build and maintain the build, test, and release pipeline for a multi-platform C++ SDK (iOS, Android, Web/WASM). Artifact versioning, dSYM packaging and upload, caching correctness for shader and asset changes, automated release gating. Own this permanently — not just when it breaks.

Crash Diagnostics & Observability [Primary]

Build and maintain the infrastructure that makes production failures diagnosable: crash dump mechanisms, debug symbol management across platforms, structured logging from the native layer, symbolication pipelines. When something fails in production, the team should be able to understand it without a live repro.

Analytics & Runtime Instrumentation [Primary]

Define and instrument the metrics that matter: tile load times, frame rates, memory footprint, GPS acquisition, render error rates. Build the pipeline to surface those signals — across iOS, Android, and web — into engineering dashboards and product analytics hooks.

Test Infrastructure & Developer Tooling [Primary]

Multi-map integration tests, platform sample app test suites, visual regression tooling, DebugUI instrumentation, MapLayerInspector, compare mode tooling. Build the harness and internal tools that let the rendering engineers move faster and ship with more confidence.

Rendering Bug Fixes & Correctness [Secondary]

Pick up C++ rendering tickets alongside the core graphics team — GPS reliability issues, symbol correctness, tile loading regressions, platform-specific display bugs. Supported by the team's graphics engineers as you transition your expertise, with the expectation that you build genuine ownership over time.

Feature Development [Secondary]

As the onX family of products adopt the Core Viewer, the team will take on new feature development that enhance the map experience for those products. There will be an opportunity and an expectation for you to develop new ways to visualize geospatial datasets using the graphics pipeline to build 3D rendering functionality.

Performance Investigations [Secondary]

Problems that sit at the intersection of the platform and rendering layers — symbol texture memory, threading behavior, GPU resource management. Where your production engineering instincts and graphics knowledge combine.

What You'll Bring
  • Minimum of seven (7) years of experience shipping and maintaining production code
  • Strong computer science fundamentals. You have the depth — in data structures, algorithms, memory management, concurrency, and systems thinking — to navigate and make meaningful contributions to a performance-critical codebase.
  • Experience delivering production mobile software at scale. You have shipped native mobile applications or SDKs — on iOS, Android, or both — and understand what operating software at scale actually means: release pipelines, crash triage, performance budgets, and the full lifecycle from build to user.
  • A genuine interest in applying that experience in a cross-platform graphics engine. You find the problem space — map rendering, GPU pipelines, cross-platform C++ — genuinely interesting. Not as a credential to add to your résumé, but as a domain you want to understand deeply. The team will provide the necessary support for you to apply your expertise here; you need to bring the motivation.
  • CI/CD and build pipeline ownership. You have designed and maintained build, test, and release pipelines for native software — not just web services. You know what reliable artifact management, caching, and automated gating look like for a compiled, multi-platform library.
  • Observability and crash diagnostics for native software. You have built or operated the infrastructure that makes production failures in native applications diagnosable: crash reporting, symbolication, structured logging from device-side code, performance metrics collection from on-device runtimes.
  • Test infrastructure design. You have built test harnesses for compiled native software — not just run existing tests. You know how to make a codebase testable over time and how to design automated validation that catches regressions before they reach users.
  • Experience with multi-threaded, event driven, stateful API implementations.
  • Comfort establishing new practices on a small team. There is no existing platform reliability function here. You will define the standards, tooling, and culture around this work — not inherit them from a larger org.
Added Bonuses

Though not required, we would be thrilled to consider candidates with any of the following:

  • Professional C++ experience. The engine is written in C++ and you will develop expertise in it — prior production C++ is a meaningful head start, but strong CS fundamentals and the right motivation are what matter most at the start.
  • Familiarity with GPU rendering concepts — shaders, draw calls, texture memory, the frame pipeline. Any prior exposure accelerates your ability to take ownership on the secondary scope.
  • Experience with MapLibre, MapboxMaps, or vector tile rendering SDKs.
  • WebAssembly / Emscripten build pipeline experience.
  • CMake, Bazel, or other C/C++ build system authorship.
  • Experience with Sentry, Crashlytics, Firebase Performance, or similar native crash and performance tooling.
  • Mobile platform delivery experience.
Who This Is Right For

You have good depth in computer science and a track record of delivering and operating production mobile software at scale. You know what reliable software looks like — how it gets built, shipped, monitored, and debugged.

The domain here is a cross-platform C++ graphics engine. You may not have worked in this space before, and that is fine. What matters is that you find it genuinely interesting — that when you read about GPU tile rendering, symbol placement algorithms, or cross-platform shader compilation, your instinct is genuine interest rather than indifference. The team will support your contributions on the engine side. The motivation has to come from you.

This is a good fit for someone coming from a strong mobile engineering or SDK platform background who wants to work closer to the metal — and who sees the platform reliability work not as a step back from interesting engineering, but as exactly the kind of problem they find satisfying to solve.

This is probably not the right fit if your interest in the graphics engine is lukewarm — the secondary scope requires genuine engagement, not polite tolerance. It is also not the right fit if you are primarily looking for a graphics research or shader authorship role; this role exists to complement that work on the team, not replicate it.

The OnX Experience

OnX is a distributed company with

Vacancy posted 3 days ago
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