Engineering Jobs in Duvall King County, WA

21 positions found — Page 3

Software Engineer III
Salary not disclosed
Redmond 2 weeks ago
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 the following: 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 and 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.
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