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EPITEC

Firmware Software Engineer IV

EPITEC, Redmond, Washington, United States, 98052

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Job Title:

Firmware Software Engineer IV

Contract Duration:

12 months

Location:

Redmond, WA

Work Arrangement:

Onsite

Pay Range:

$100-110/hour

***Note: No C2C or C2H arrangements possible.

Summary As a Software Engineer IV, you will explore, prototype, and build experiences that define the future. With our Research Team, you will develop software infrastructure to interface with the hardware and help create and test experiences toward the goal of redefining the future of how people interact in XR. You love solving novel problems from first principles. Join a world-class team experimenting with bold ideas in areas including optics, haptics, tracking, displays, computer vision, user experience, audio, and perceptual psychology. Work alongside expert Interaction Designers, Scientists, Mechanical Engineers, Electrical Engineers, and Software Engineers to create the technology that makes immersive XR experiences pervasive and universal. Your work will be used in building research platforms, user research studies, technology demos, and proof of concept prototypes. The ideal candidate is a highly creative individual who has expertise in 3D interactive experiences and proficiency in Unity. Join the adventure of a lifetime as we make science fiction real and change the world. You’ll be responsible for designing and developing infrastructure and interactions within Unity. Your work will entail supporting ongoing projects, building new infra, and ensuring parity of useful Unreal and Unity infrastructure. You’ll work closely with designers, engineers, and researchers.

Responsibilities

Build software tools, infrastructure, documentation and other systems that will be used by the designers, researchers, and engineers to improve and assist their work

Train deep learning models for use in interaction explorations and design

Work with researchers to design, test and iterate on prototypes and user studies

Integrate, validate and optimize data in pipelines by using scripts if needed

Produce and maintain documentation on tools, methods, training, processes for consultation and future reference

Develop and maintain tools surrounding integrated machine learning infrastructure

Design and develop core tools (UI, I/O modules) into the pipeline.

Work closely with design, research and other development team members to further develop pipeline and workflows.

Minimum Qualifications

Bachelor’s degree in Computer Science, OR equivalent game development/engine experience

3-5+ years of prototyping or game development related experience

4+ years development experience in Python, C#, or C++

3+ years of experience with Unreal (infrastructure/tools/plugins)

Knowledge in game development, tools, and pipelines including: working with 3D assets, scripting/tool development, shaders (GLSL/HSLG), VFX, post processing, and/or procedural effects and animations

Portfolio featuring examples of tools, graphic rendering workflows, interactive prototype work, etc.

Preferred Qualifications

Knowledge of UI development for Tools (React, QT)

Experience working with source control (Git, Perforce, Mercurial)

3D authoring software (3DS Max, Maya, Blender, Cinema 4D)

Experience with AR/VR development

Proficiency with game engine development

Experience working with designers and research scientists

Full stack backend experience, including server side infrastructure and database management

3D art/design experience (e.g., character/motion rigging and animation)

Must Have Skills

3-5+ years of prototyping or game development related experience

4+ years development experience in Python, C#, or C++

3+ years of experience with Unreal (infrastructure/tools/plugins)

Knowledge in game development, tools, and pipelines including: working with 3D assets, scripting/tool development, shaders (GLSL/HSLG), VFX, post processing, and/or procedural effects and animations

Portfolio featuring examples of tools, graphic rendering workflows, interactive prototype work, etc.

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