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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.
Job Responsibility:
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
Requirements:
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)
Nice to have:
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)