Unity Developer

Excel Driver Services, LLC
Wheat Ridge, CO, United States
about 1 month ago

Role details

Contract type
Permanent contract
Employment type
Full-time (> 32 hours)
Working hours
Regular working hours
Job source

Tech stack

Computer Animation Application Programming Interfaces (APIs) C Sharp (Programming Language) Profiling Code Review Digital Rendering Scrum Methodology Visual Systems WebGL State Machines HLSL Industrial Software
+3 more
Multiplatform Software Version Control Data Pipelines

Job description

  • Own the rendering and visual fidelity layer of the simulation platform
  • Develop custom URP render features, shader workflows, and post-processing pipelines
  • Build and maintain weather, lighting, and environmental systems that respond to scenario conditions
  • Optimize rendering across wildly different targets 12-display simulators, Quest 3, desktop, and WebGL
  • Collaborate with the physics and architecture team to integrate visual systems cleanly into the application
  • Participate in team meetings, sprint planning, and code reviews
  • Contribute to documentation and help establish visual quality standards for the platform

Requirements

Unity (URP) - deep understanding of the render pipeline, not just surface-level ShaderGraph usage

  • HLSL / ShaderLab - custom shader authoring beyond what ShaderGraph exposes
  • URP Renderer Features - custom render passes, ScriptableRendererFeature, render targets
  • Lighting - baked GI, real-time lighting tradeoffs, light probes, reflection probes in URP
  • Performance profiling - GPU frame analysis, overdraw, draw call optimization, platform-specific constraints

  • Unity Animation System (Mecanim) - state machine-driven animation using Animator Controllers, with blend trees for smooth parameter-driven transitions, Avatar rigging for humanoid characters

  • Playables - API for code-driven, graph-based animation control with lower overhead
  • C# for game programming

  • Plastic - version control, branching, code reviews, collaborative workflows
  • Ability to communicate technical tradeoffs clearly with the rest of the team

WHAT WE’RE LOOKING FOR

  • Someone who thinks in terms of visual fidelity per performance budget, not just aesthetics
  • Can articulate why something looks right, not just that it does
  • Comfortable switching mindsets between high-end desktop rendering and mobile GPU constraints
  • Reliable and accountable consistent effort and attitude in the workplace
  • Reads existing architecture before writing new systems
  • Works well both independently and within a team

NICE TO HAVE

  • Experience with multi-display or multi-camera rendering setups
  • Background in simulation, architectural visualization, or industrial software
  • Familiarity with Quest 3 / Android GPU tile-based rendering constraints
  • Exposure to procedural environment systems (weather, dynamic lighting, road surface conditions)
  • Experience with CI/CD pipelines and multi-platform build targets

Apply for this position

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Good distractions

Talks and stories from around this role — technically off-topic, practically not.

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Evaluating cross-platform AR frameworks and mobile tools

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Comparing code profiling with surface level monitoring

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