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