Jobs · Engineering · Texas

Rust Software Engineering Intern, Chip Design Tools - Winter

Fab2 · Austin, TX · Yesterday
On-siteEngineering$114k–$131k/yrInternship

About the role

Fullstack, Rust end-to-end, working on the application itself. You will own major features from design through shipping and touch the whole stack.

  • Deeply interactive, low-latency editing tools: drag a wire and watch it auto-route, place a block, measure, annotate, catch mistakes the instant they happen.
  • Careful handling, some algorithms and computational geometry.
  • We need to constantly fight to keep the tools simple.
  • A document model that can be diffed and merged like source code and at the same time real-time collaborative.
  • This is the foundation everything else sits on.
  • The sync engine streaming edits between clients, so chip designers can work together without sending files back and forth.
  • More like a game server than CRUD: eventual consistency, high bandwidth streaming, correctness.
  • Whether the wire format decodes to owned data or stays zero-copy so it holds up when the design is very large is a decision you own.
  • A GPU canvas that renders millions of polygons and stays smooth: spatial indexing, culling, level of detail, all in one Rust code path for web and native.
  • Simulation you can feel: waveforms that stream onto the screen as the solver produces them, with an interactive tier that answers in milliseconds while heavier analysis runs behind it.
  • There is also plenty nearby as the application grows: a plugin system built on sandboxed WebAssembly components, a scripting API where a script is the same first-class client as the mouse, and integrations that send finished designs to the fab.

Requirements

Strong Rust, or serious C++/systems experience and the obvious curiosity to go deep in Rust. Solid systems fundamentals: memory, performance, concurrency. You profile before you optimize. You've taken something slow and made it fast, and you can tell us about why it was slow. A track record of non-trivial software you built from scratch and can walk us through end to end. The weird side project, engine, or tool you wrote because the existing one annoyed you.

  • A game, engine, or real-time background: ECS, scene graphs, spatial indexing, physics engines, frame budgets, GUI, low-latency input.
  • Some EE, analog and digital.
  • You don't need to be a chip designer.
  • Time lived inside deep, serious software, and opinions about it: Blender, Ableton, KiCad, CAD tools, DAWs, game engines.
  • Distributed or real-time systems: write-ahead logs, event sourcing, replication, CRDTs, OT, websockets.
  • Data pipelines.
  • Geometry, graph, and routing algorithms; spatial data structures; optimization.
  • Familiarity with schema evolution and serialization formats like Protobuf, Flatbuffers, Cap’n Proto.
  • Graphics and visualization: turning big, complex datasets into something legible, fast, and even beautiful on screen.
  • Custom rendering, shaders, GPU pipelines (WebGPU, Vulkan, OpenGL).
  • An interest in version control, not just using Git but how it works underneath.

Qualifications

A portfolio (GitHub is fine) is required.

We currently use things like: Bevy's ECS, wgpu, Axum, WebAssembly, PostgreSQL.

Skills

None specifically listed, but strong Rust skills are required.

Benefits

Not specified in the job posting.

Pay

$108K - $126K

Schedule

Not specified in the job posting.

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