XR Software Engineer, Platform at Rivet Industries
Bellevue, Washington, United States -
Full Time


Start Date

Immediate

Expiry Date

08 Aug, 26

Salary

240000.0

Posted On

10 May, 26

Experience

5 year(s) or above

Remote Job

Yes

Telecommute

Yes

Sponsor Visa

No

Skills

C#, Unity, StereoKit, OpenXR, 3D Math, Android, Embedded Linux, C++, Python, Real-time Rendering, Spatial Computing, GPU Profiling, Shaders, ASP.NET, Computer Vision, 6DOF

Industry

technology;Information and Internet

Description
Role: XR Software Engineer, Platform Location: Bellevue, WA Compensation*: $180,000-$240,000 + benefits Role Description Build real-time spatial UIs across AR, VR, and MR on our embedded Linux and Android devices. The stack is primarily C# in Unity or StereoKit, OpenXR underneath for cross-runtime portability. You'll ship XR features that integrate with device services, peripherals, and backend APIs. Some of what you build becomes part of a shared spatial SDK that other Rivet programs depend on. Core Responsibilities Build XR interfaces in Unity or StereoKit for AR, VR, and MR. Write the C# behind real-time UI, rendering, and interaction. Integrate with OpenXR and platform XR runtimes. Profile and tune rendering and input latency on device. Work with the content team on asset pipeline and on-device optimization. Depending on the project, you may also: Build companion apps for Android devices, or wire up peripheral hardware (sensors, Bluetooth tools). Write native C++ for performance-critical paths or platform integration. Build real-time media capture and streaming pipelines. Write Python for test harnesses, scripts, or CI tooling. Work with backend (ASP.NET / .NET), firmware, and design on features that span device and server. Role Requirements 5+ years building XR, real-time 3D, or spatial computing applications, with features that shipped to production. BS in CS, CE, or a related field, or equivalent demonstrated experience. Proficient in C#. Shipped features in Unity or StereoKit. Working knowledge of OpenXR and at least one XR runtime (HoloLens, Quest, Magic Leap, ARCore). 6DOF and spatial input fundamentals. 3D math: vectors, matrices, quaternions, transforms. Real-time 3D graphics pipeline: draw calls, shaders, render targets, GPU state. Android or embedded Linux experience. Production performance work: profiling, CPU/GPU/memory tradeoffs. Preferred Qualifications C++ at the NDK or vendor-SDK level (camera, sensor, platform). Java or Kotlin for Android companion apps. Python for scripts, tooling, or test pipelines. Computer vision or perception work, classical CV through ML pipelines, applied to AR or spatial computing. Unreal Engine, or another 3D engine besides Unity. Written your own shaders (HLSL, GLSL, Shader Graph). *Total compensation may vary within this range and is determined by years and level of relevant experience, job-related skills, education, and other factors. In addition to base salary, this role may be eligible for equity grants and other forms of compensation. Eligible employees also receive a competitive benefits package, including unlimited PTO. EOE
Responsibilities
Develop real-time spatial UIs for AR, VR, and MR devices using Unity, StereoKit, and OpenXR. Integrate XR features with device services, peripherals, and backend APIs while optimizing rendering and input latency.
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