What You’ll Work On
- GPU command capture, serialization, and replay systems
- Cross-platform rendering infrastructure
- Graphics API translation layers (OpenGL ES, Vulkan, WebGL/WebGPU)
- Browser-native rendering pipelines
- GPU/CPU performance optimization and frame pacing
- Runtime orchestration and graphics middleware systems
- Low-latency remote rendering and streaming architectures
- Browser GPU execution constraints and optimization
- Cross-platform graphics compatibility and portabiliity
Ideal Background
We are interested in engineers who have experience in one or more of the following areas:
- Graphics/rendering infrastructure
- GPU drivers or graphics middleware
- Browser rendering/runtime systems
- Command buffering and graphics API interception
- Cross-platform rendering engines
- Remote rendering or cloud gaming platforms
- Graphics debugging/profiling tools
- Runtime/platform systems engineering
- Low-level Linux or graphics stack development
- Strong Technical Signals
- Vulkan, OpenGL/OpenGL ES, WebGL/WebGPU, DirectX, Metal
- GPU command buffers and rendering pipelines
- Graphics API translation layers
- WebAssembly (WASM) / Emscripten
- Linux kernel, MESA, DRM/i915
- GPU profiling and optimization tools (RenderDoc, Nsight, PIX, GPUView, Tracy)
- Multithreaded rendering systems
- Low-latency rendering optimization
- GPU virtualization or runtime isolation
- Cross-platform graphics portability
Nice-to-Have Experience
- Browser engines or graphics runtimes
- Cloud gaming or remote rendering
- Android graphics stack
- GPU virtualization (SR-IOV, VFIO, passthrough)
- AR/VR rendering systems
- Graphics security or sandboxing
- Shader translation or transpilers
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