Senior Software Engineer, Graphics

Unity TechnologiesWashington, DC
$130,400 - $195,600

About The Position

The team behind Unity’s visionOS support, Play-to-Device, and Record & Playback is growing as we prepare for something even more ambitious: adapting PolySpatial to stream Unity content into other game engines and 3D environments — in-process, cross-process, and over the network. We're looking for engineers eager to help us invent how different real-time 3D runtimes communicate and render under real-world constraints. You’ll work at the intersection of graphics, core game engine tech, high-performance networking, distributed systems, and emerging AI/ML-assisted workflows. This is your opportunity to build the fundamental infrastructure for the next generation of interconnected games and intelligent 3D ecosystems. You'll bridge Unity content into other renderers, maintaining fidelity and performance within a renderer we don't own. This requires a rare mix of artistic instincts, low-level API knowledge, and the systems engineering skills to build a robust pipeline. If you prefer solving hard rendering problems at the systems level—shader translation, resource lifetime, visual equivalence—more than chasing one-off visual features, you'll find this work deeply satisfying.

Requirements

  • Significant experience with Unity's rendering architecture, and at least one other high-end renderer (Unreal, Frostbite, etc).
  • Strong understanding of shader languages (HLSL/GLSL/Metal) and graphics APIs (DirectX, Vulkan, Metal), and the ability to translate between them.
  • You understand the full asset lifecycle—from authoring through import, batching, streaming, and rendering—including shader compilation, mesh processing, and texture streaming.
  • You prioritize building stable, scalable, maintainable systems over chasing the latest graphics techniques.
  • Sufficient knowledge of English to have professional verbal and written exchanges in this language since the performance of the duties related to this position requires frequent and regular communication with colleagues and partners located worldwide and whose common language is English.

Nice To Haves

  • Experience writing shader cross-compilers, AST manipulators, or shader graph backends.
  • Background in networked graphics APIs, pixel-based streaming, cloud rendering, or virtualized GPUs.
  • Experience building deterministic record/replay systems for rendering, simulation, networking, testing, or debugging.
  • Familiarity with MCPs, agentic tool frameworks, AI-assisted content pipelines, synthetic data generation, ML-based asset optimization, or automated scene analysis.

Responsibilities

  • Map Unity graphics and rendering features onto third-party renderers while preserving visual consistency and performance.
  • Develop compact scene-state representations and compression strategies for meshes, materials, textures, animations, transforms, deltas, and dependency graphs across local and networked execution
  • Engineer robust graphical systems that remain stable and resource-efficient even when scaled to massive user-generated content libraries
  • Profile and optimize end-to-end rendering for high framerates and fidelity while minimizing overhead and sync stalls

Benefits

  • Comprehensive health, life, and disability insurance
  • Commute subsidy
  • Employee stock ownership
  • Competitive retirement/pension plans
  • Generous vacation and personal days
  • Support for new parents through leave and family-care programs
  • Office food snacks
  • Mental Health and Wellbeing programs and support
  • Employee Resource Groups
  • Global Employee Assistance Program
  • Training and development programs
  • Volunteering and donation matching program
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