Senior Software Engineer

VSCO•San Francisco, CA
•$190,000 - $220,000

About The Position

VSCO is hiring a Senior Software Engineer to be a primary contributor on Reflex, our production GPU image-processing engine, and significantly guide the path it takes into Studio Pro on iOS and macOS. You will deepen a stack that is already in customers’ hands: new capabilities (RAW, large-image export, desktop), production quality (color correctness, memory, performance), and the contracts that let product engineers ship on top of the engine without becoming graphics programmers. VSCO exists for photographers. Not as a side feature, not as an afterthought, but as the whole point. We build the connected system photographers rely on, and we've spent over a decade earning the trust of a global creative community that takes the craft seriously. Photography is at an inflection point. AI is reshaping what's possible for creative work, and that's where our mission shines. VSCO is building the full photographer's workflow: from creating and editing your work, to delivering it to clients, to running your business. All of it built thoughtfully, with photographers leading the way. We believe the future of photography tools creates more space for creativity, handling the busy work so photographers can focus on the craft. If you care about craft, community, and what technology can unlock for creative people, this is the work. We're a mission-driven and focused company where your work ships quickly, is meaningful, and reaches tens of millions of people worldwide. You'll have a real say in what we build and how we build it. We hire people who don't wait to be asked, naturally connect the dots, care about the quality of what they ship, and believe the best outcomes come from building together.

Requirements

  • 7+ years in engineering, with a track record as a heavy contributor in a production rendering, imaging, or GPU-compute system
  • Deep GPU/rendering experience: pipelines, shaders, color, and memory — not just “used a graphics API”
  • Strong systems language experience; Rust is strongly preferred. Comfortable reading and writing shaders (WGSL, Metal, or equivalent)
  • Experience taking imaging or graphics work onto mobile (memory budgets, decode/encode, thermal/GPU limits). iOS/Metal preferred
  • Experience working 0→1 inside an existing product: evaluate nascent ideas, pick high-leverage work, sequence small investments into sizable change
  • AI-assisted developer workflows (parallel agents, MCP, eval/review automation) that you have integrated into your developer processes

Nice To Haves

  • wgpu, WebGPU, or WASM
  • Native bridges (UniFFI, JNI, Nitro, or similar) and React Native
  • Photographic imaging: RAW, color management, LUTs, film emulation
  • On-device or cloud ML in a creative-tools context (segmentation, style transfer)

Responsibilities

  • Be a primary contributor on the Reflex imaging engine: DAG execution, WGSL operators, GPU resource/memory budgets, and color management (linear working space, LUTs, Display P3, bit-depth)
  • Ship engine changes through the native bridge (UniFFI + Nitro) into Studio Pro on iOS and macOS, including versioning and release.
  • Take new imaging capabilities from design to production (current examples: RAW develop, tiled/gigapixel export, further parity with the existing VSCO imaging stack).
  • Diagnose and fix production-class mobile graphics problems: OOM, cache eviction, HEIC encode, editor vs. batch vs. export paths.
  • Develop and maintain the render/pipeline contracts in the shared Studio Pro core so mobile and desktop stay coherent.
  • Improve developer workflows through better native packaging and CI, shared review/agent workflows, and AI tools that shorten idea-o-production.
  • Partner with Product, Design, and Engineering to turn product and business goals into technical direction; make pragmatic tradeoffs between long-term architecture and getting value into customers’ hands.

Benefits

  • flexible time off
  • a 401K retirement plan
  • insurance (medical, dental, vision, life/AD&D, short and long term disability)
  • 11 paid holidays
  • paid sick time as required by state and local law
  • equity (i.e. stock options)
  • discretionary bonuses based on performance
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