Software Engineer III (Remote)
Company: North Star Staffing
Location: Location not specified (Remote)
Type: Full-time
Level: mid
Remote: Yes
Posted: 2026-03-01
About this role
- Title:
Software Engineer III (OpenXR / XR Applications)
- Employment Type:
Full-Time (Contingent / W-2)
- Location:
Redmond, WA, USA (Onsite)
- Compensation:
$75 – $105 per hour
- Max Bill Rate:
$131.00 per hour
- Location Requirement:
United States
Role Overview
We are seeking a Software Engineer III to build and maintain OpenXR-based XR applications. This onsite role in Redmond involves working closely with engineers and cross-functional partners to prototype, implement, and iterate immersive experiences that run across OpenXR-capable runtimes and devices.
This is a structured, full-time contingent role — not freelance or project-based.
Key Responsibilities
- Develop XR applications using OpenXR (architecture, implementation, testing, iteration)
- Build interactive XR features including:
- Input handling (controllers, hands, action sets, haptics)
- Scene and interaction systems (grabbing, ray interactions, 3D UI)
- Rendering and performance optimization (frame pacing, latency-sensitive updates)
- Integrate platform/runtime capabilities such as tracking spaces, anchor systems, passthrough, and scene understanding via OpenXR extensions
- Write clean, testable code and contribute to CI/build scripting
- Debug runtime/device issues (graphics, tracking, input) and provide reproducible fixes
- Collaborate with product, UX, and engineering stakeholders
- Document technical designs, tradeoffs, and implementation decisions
Required Qualifications
- 3+ years of professional software development experience
- Experience shipping real-time 3D applications (XR, gaming, simulation, or visualization)
- Practical OpenXR experience (instance/session lifecycle, swapchains, spaces, actions)
- Strong C/C++ and/or C# expertise
- Experience with one of the following:
- Unity (C#) with OpenXR plugin ecosystem
- Unreal Engine (C++) XR pipeline
- Custom/native OpenXR rendering using Vulkan, OpenGL, or DirectX
- Understanding of XR pe...