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Orbrya

Orbrya

via Wellfound

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Lead Graphics Engineer ("The Low-Poly Architect")

Anywhere
Full-time
Posted 12/5/2025
Verified Source
Key Skills:
TypeScript
React
Node.js
Full-stack development
API design
Cloud platforms (AWS)

Compensation

Salary Range

$NaNK - NaNK a year

Responsibilities

Developing high-performance WebGL graphics and optimizing rendering pipelines for low-end hardware.

Requirements

Extensive experience with WebGL, GLSL shaders, graphics optimization, and technical art for low-end devices.

Full Description

Location: Remote (Global). Note: We are a US GovTech company, but this role is open to global talent. You must be comfortable working with a US-based CTO. Comp Package: Type: Full time. Start date estimated to be April 1st but contingent on funding. Rate: Competitive Market Rate (Locality Adjusted). Role: Lead Engineer / Technical Artist. The Mission: 60 FPS on a Potato Orbrya is solving the "Hardware Gap" in US education. 50 million students are stuck with Intel Celeron N4000 Chromebooks (4GB RAM, Integrated Graphics). They can't run Unity or Unreal. We are building a proprietary C# WebAssembly Spatial Engine that runs professional-grade physics on this constrained hardware. Your Job: Make it look beautiful without killing the GPU. You are not just writing code; you are defining the aesthetic limits of the platform. The Stack Renderer: Three.js (WebGL 2.0). Logic: C# .NET 8 (running in WebAssembly). Shaders: Custom GLSL (Raw ShaderMaterials). Assets: Strictly Kenney.nl (Low Poly) libraries. Your Responsibilities • The "Render Budget" (Optimization) The Hard Limit: You have 16ms per frame. You will obsessively manage Draw Calls. Instancing: You will architect a Geometry Instancing system that can render 1,000+ trees/buildings in a single draw call. Texture Atlasing: You will build the pipeline that combines hundreds of Kenney textures into single atlases to minimize GPU state changes. • The "Kenney" Pipeline (Technical Art) Asset Whitelisting: We do not allow user uploads (for safety). You will build the rigid pipeline that ingests Kenney Assets, strips unnecessary metadata, and prepares them for runtime loading. Aesthetics: You must make "Low Poly" look "High Fidelity" using performant lighting hacks (e.g., baked vertex colors, fake rim lighting) rather than expensive real-time shadows. • The "Bridge" (Architecture) Binary Protocol: You will work with the US-based CTO to design the binary interface that passes position data from the C# Physics Engine (WASM) to your Three.js Scene. Efficiency: You ensure we strictly limit data transfer to 10-20 times per second, using client-side interpolation (smoothing) to achieve 60fps visuals. Ideal Profile: "The Technical Artist" You are a Graphics Engineer who thinks like an Artist, or a Tech Artist who writes robust code. Experience: 5+ Years in WebGL, OpenGL, or Mobile Game Development. The "Mobile Mindset": You have shipped games for low-end Android phones or VR headsets. You know the pain of thermal throttling and garbage collection. Shader Wizardry: You can write a custom shader in GLSL that looks better than a standard PBR material but costs half the performance. The Litmus Test Green Flag: "I once wrote a custom batching system because the default engine overhead was too high for the target hardware." Red Flag: "Why don't we just use Unreal Engine 5's Nanite?" (Immediate disqualification—you don't understand the hardware constraint). Why Join? Impact: Your code will run on 50 million devices that the rest of the tech industry has ignored. Challenge: This is pure optimization. No bloat. No "lazy" coding. Autonomy: You own the pixel pipeline. If it renders, it's your code

This job posting was last updated on 12/11/2025

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