Job Description
Overview We're looking for a Contingent Worker (CW) 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 the following: 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 and 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.