Staff UX Designer - Map Visualisation

Company: TomTom

Location: Amsterdam (Remote)

Type: Full-time

Remote: Yes

Posted: 2026-04-17

About this role

TomTom's map is seen by millions of people every day in dashboards, on phones, and across partner products worldwide. As a Staff UX Designer on the Map Visualisation team, you will own the visual and technical direction of how our 2D and 3D geospatial data comes to life in real time.

This is not a traditional UX role. You'll operate at the intersection of cartographic design, real-time rendering, and product engineering, partnering directly with software engineers to define, prototype, and ship features within TomTom's modern map rendering engine.

You'll report into the UX Design organisation but spend significant time embedded with engineering and product teams, influencing the roadmap, shaping architectural decisions, and ensuring that what we build is both technically sound and visually compelling.

### What You'll Do

  • Set the Visual Direction Define and evolve the long-term vision for TomTom's map rendering across 2D and 3D, from cartographic styling to photorealistic environments. Establish and maintain design principles that scale across product lines, platforms, and global markets.
  • Partner with Engineering on Rendering Features Work side-by-side with graphics and platform engineers to specify, develop, and validate new rendering capabilities in TomTom's Premium Map Display engine. Translate design intent into concrete renderer specifications, including lighting models, shader parameters, level-of-detail strategies, and style-layer behaviour. Participate actively in solution design reviews, pull requests, and sprint ceremonies.
  • Own Core Map Styles End-to-End Take map experiences from early ideation through prototyping, implementation, and production delivery. Enhance and maintain TomTom's core map styles, balancing aesthetic quality, readability, and runtime performance.
  • Drive Product and Roadmap Decisions Operate as a staff-level contributor who shapes what gets built and why. Make complex product trade-offs across visual fidelity, rendering ...

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