Work Location: US - WA - Onsite role in Redmond
Job Description:.
3+ years of professional software development experience (or equivalent).
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:
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.
Top 3 must-have HARD skills
Graphics Experience
OpenXR app development experience
Great communication skills