NEWPosted 3 hours ago

Job ID: JOB_ID_5975

About the Role:

We are 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.

Special Requirements

Onsite, 12+ Months


Compensation & Location

Salary: $70,000 – $110,000 per year (Estimated)

Location: Redmond, WA


Recruiter / Company – Contact Information

Email: eshr@tekskillsinc.com


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