Principal Graphics Engineer
Parallelz · Austin, TX · 2 mo ago
RemoteRemoteEngineeringFull-time
About The Role
We are seeking a passionate and resilient Principal Graphics Engineer to own a foundational piece of our infrastructure: the rendering and runtime layer that lets unmodified mobile apps execute and stream pixel-perfect, low-latency experiences to any browser. You will spend your time deep in graphics pipelines, shaders, GPU compositing, frame timing, and the cross-stack interactions between Android/Linux graphics, browser engines, and WebGL/WebGPU. The role demands first-principles thinking, an instinct for getting to the root of difficult problems, and the maturity to ship performance-critical code that holds up at scale.
What You'll Do
- Own the design, implementation, and evolution of our graphics and rendering stack across native (Android/Linux) and web (WebGL, WebGPU) targets
- Write efficient, maintainable, performance-critical C/C++ for system-level and rendering components, with hard requirements on frame budgets, memory, and latency
- Profile and tune the full pipeline: CPU/GPU bottlenecks, shader cost, texture and buffer management, compositor interactions, and end-to-end streaming latency
- Investigate and resolve faults in complex environments, tracing issues from the browser engine down through the runtime to the OS, kernel, and graphics driver
- Drive upgrades to the underlying platforms (AOSP versions, browser engines, GLES/WebGPU evolution) while keeping the system stable and shippable
- Partner with other teams to define and implement robust testing strategies for rendering correctness, performance regressions, and cross-device fidelity
- Operate as a senior independent contributor: scope your own work, drive it to completion, and communicate clearly with a small, high-trust team
- Work natively with AI coding agents and tooling (Claude Code, Cursor, agentic workflows, custom internal agents) to accelerate research, prototyping, code generation, debugging, and review, treating these tools as a junior pair you direct and verify, not a passenger
Requirements
- Strong systems programming foundation: C/C++ proficiency on performance-critical, low-level codebases, with deep familiarity with Linux and OS-level internals
- Deep experience with one or more real-time graphics stacks: OpenGL ES, WebGL, WebGPU, Vulkan, Metal, or DirectX, including shader programming, GPU memory and pipeline optimization, and frame/latency budgeting
- Track record of owning complex, multi-component graphics or systems products end-to-end, from research prototype through production at scale
- Daily fluency with AI coding agents and LLM tooling, with a clear bias toward verifying and pushing back on AI output rather than accepting it
- A "dig until it bleeds" investigative instinct: the drive to understand every layer of the system
- Strong written communication and a self-directed working style suited to a small, senior, high-trust team
We'd Love to See Depth In Two Or More Of The Following
- Browser engine internals (Chromium/Blink, Gecko, WebKit), particularly the graphics, compositor, or rendering subsystems
- Game engine internals, real-time renderers, or GPU compute frameworks
- Android internals and custom AOSP development (kernel, HAL, SurfaceFlinger, System Services, GMS, Android Build System)
- Android/Linux graphics stack (EGL, Gralloc, DRM/KMS, Mesa) and graphics driver work
- Web platform technologies: WebAssembly, WebRTC, and the surrounding browser security/sandboxing model
- Containers and virtualization (LXC, namespaces, cgroups) and their interaction with hardware-accelerated graphics
- Real-time network and socket programming, including low-latency streaming protocols and frame pacing
- Linux device driver programming
Nice-to-Haves
- Experience building, fine-tuning, or evaluating internal AI/agent tooling that augments engineering work
- A data-driven mindset, relying on qualitative and quantitative signal to make informed decisions
- Mobile game development experience, including engines, SDKs, and the broader ecosystem
- Background in advanced compression, video codecs, or color management
- Graduate work or research background in computer graphics, systems, or a related area