Game Developer (OpenXR)
Game Developer (OpenXR)
Crossing Hurdles
Redmond, WA
See who Crossing Hurdles has hired for this role
See who Crossing Hurdles has hired for this role
Crossing Hurdles provided pay range
This range is provided by Crossing Hurdles. Your actual pay will be based on your skills and experience — talk with your recruiter to learn more.
Base pay range
$75.00/hr - $105.00/hr
Position: Software Engineer III
Type: Full-time position
Compensation: $75-$105 per hour
Location: Redmond, WA, USA
Commitment: 10–40 hours/week
Role Responsibilities
Type: Full-time position
Compensation: $75-$105 per hour
Location: Redmond, WA, USA
Commitment: 10–40 hours/week
Role 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)
- Build scene/interaction systems (grabbing, ray interactions, UI in 3D)
- Implement 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
- 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, plus solid debugging skills
- Experience with a real-time engine or framework such as Unity (C#) and OpenXR plugin ecosystem, Unreal (C++) XR pipeline, or custom/native OpenXR rendering with Vulkan/OpenGL/DirectX
- Understanding of rendering/performance constraints for XR (FPS targets, GPU/CPU bottlenecks, latency)
- 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
- Upload resume
- Interview (15 min)
- Submit form
-
Seniority level
Mid-Senior level -
Employment type
Full-time -
Job function
Engineering and Information Technology -
Industries
Software Development, IT Services and IT Consulting, and Strategic Management Services
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