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Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Fullstack, Rust end-to-end - **Company:** FAB FAB LLC - **Location:** Austin, TX, United States - **Salary:** $114,000.0 - $131,000.0 - **Contract:** Internship / Graduate position - **Skills:** Clean Code Principles, Computer-Aided Design, Adobe Photoshop, Application Programming Interfaces (APIs), C++ (Programming Language), Configuration Management, Computer Programming, Serialization, Desktop Computing, Electronic Design Automation, Game Engine, Github, Protocol Buffers, Hardware Design, Web Browsers, Web Servers, PostgreSQL, Routing, OpenGL, Computational Geometry, Schematic Capture, Simulation Software, Software Engineering, Spatial Data Infrastructures, WebSocket, Scripting, Graphics Processing Unit (GPU), Flexi (Photoshop Plugin), Real Time Systems, Concurrency, Git, HLSL, Data Management, Event Sourcing, Software Version Control, Data Pipelines, Crud - **Published:** September 4, 2026 - **Apply:** https://www.careerbuilder.com/job-details/rust-software-engineering-intern-chip-design-tools-winter-austin-tx--c97a75aa-8d97-4f8a-8086-7a06902a9296 ## About the Role * Strong Rust, or serious C++/systems experience and the obvious curiosity to go deep in Rust. * Solid systems fundamentals: memory, performance, concurrency. You profile before you optimize. You've taken something slow and made it fast, and you can tell us about why it was slow. * A track record of non-trivial software you built from scratch and can walk us through end to end. The weird side project, engine, or tool you wrote because the existing one annoyed you. Nice-to-have * A game, engine, or real-time background: ECS, scene graphs, spatial indexing, physics engines, frame budgets, GUI, low-latency input. * Some EE, analog and digital. You don't need to be a chip designer. * Time lived inside deep, serious software, and opinions about it: Blender, Ableton, KiCad, CAD tools, DAWs, game engines. * Distributed or real-time systems: write-ahead logs, event sourcing, replication, CRDTs, OT, websockets. Data pipelines. * Geometry, graph, and routing algorithms; spatial data structures; optimization. * Familiarity with schema evolution and serialization formats like Protobuf, Flatbuffers, Cap'n Proto. * Graphics and visualization: turning big, complex datasets into something legible, fast, and even beautiful on screen. Custom rendering, shaders, GPU pipelines (WebGPU, Vulkan, OpenGL). * An interest in version control, not just using Git but how it works underneath., Adobe Photoshop, Application Programming Interface (API), Blender, CAD/CAM (Computer-Aided Design/Computer-Aided Manufacturing), Compensation Software, Computational Geometry Algorithms, Computer Programming, Concurrency, Data Management, Dental Insurance, Desktop PC, Disability Insurance, Editing, Funding, GPU (Graphics Processing Unit), GitHub, Hardware Design, Life Insurance, Memory Hardware, OpenGL Programming Libraries, Process Engineering, Replication and Remote Mirroring, SPICE (Simulation Program with Integrated Circuit Emphasis), Schematic Capture, Schematics, Scripting (Scripting Languages), Semiconductors, Simulation, Software Engineering, Source Code/Configuration Management (SCM), Startup, Training/Teaching, Vision Plan, Web Browsers, Web Client Plug-ins, Writing Skills, eSourcing ## Description Fullstack, Rust end-to-end, working on the application itself. You will own major features from design through shipping and touch the whole stack. These are some of the problems on the table right now: * Deeply interactive, low-latency editing tools: drag a wire and watch it auto-route, place a block, measure, annotate, catch mistakes the instant they happen. Careful handling, some algorithms and computational geometry. We need to constantly fight to keep the tools simple. * A document model that can be diffed and merged like source code and at the same time real-time collaborative. This is the foundation everything else sits on. * The sync engine streaming edits between clients, so chip designers can work together without sending files back and forth. More like a game server than CRUD: eventual consistency, high bandwidth streaming, correctness. Whether the wire format decodes to owned data or stays zero-copy so it holds up when the design is very large is a decision you own. * A GPU canvas that renders millions of polygons and stays smooth: spatial indexing, culling, level of detail, all in one Rust code path for web and native. * Simulation you can feel: waveforms that stream onto the screen as the solver produces them, with an interactive tier that answers in milliseconds while heavier analysis runs behind it. There is also plenty nearby as the application grows: a plugin system built on sandboxed WebAssembly components, a scripting API where a script is the same first-class client as the mouse, and integrations that send finished designs to the fab. Who Does Well Here The people who have done well on this team tend to come from deep, rich applications: tools and engine programmers, people who have built game level editors, DAWs, CAD tools, rendering pipelines, or software where the hard problems live in the seams between data, rendering, and input. It is tools programming where the output of the tool is silicon. You don't need to know anything about chip design, but you need to be willing to learn. If you've drawn a schematic, run SPICE, or built RLC circuits, you'll ramp faster and probably care more about getting it right, but we can teach, and fresh eyes are part of the point. We are building tools intuitive to new users, not just folks used to the old silicon design tools from the 90s. We take on ambitious goals and work hard. We build complex things quickly. We care that you own every line you ship, and care about clean code. A portfolio (GitHub is fine) is required. We currently use things like: Bevy's ECS, wgpu, Axum, WebAssembly, PostgreSQL. ## Related Videos - [Rust Beyond Systems: Revolutionizing Web Development](https://www.wearedevelopers.com/videos/1111-rust-beyond-systems-revolutionizing-web-development) - [How a Small Team Shrank a Microsoft Monorepo by 94%](https://www.wearedevelopers.com/videos/1236-how-a-small-team-shrank-a-microsoft-monorepo-by-94) - [Rest API Antipatterns](https://www.wearedevelopers.com/videos/100208-rest-api-antipatterns) - [Rust in the Real World: Adoption, Migration, and Tradeoffs](https://www.wearedevelopers.com/videos/100147-rust-in-the-real-world-adoption-migration-and-tradeoffs) - [Git for Code Reviews](https://www.wearedevelopers.com/videos/429-git-for-code-reviews) - [Meet Your New BFF: Backend to Frontend without the Duct Tape](https://www.wearedevelopers.com/videos/682-meet-your-new-bff-backend-to-frontend-without-the-duct-tape) ## Related Articles - [Dev Digest 120 - Apple and peers](https://www.wearedevelopers.com/magazine/455-dev-digest-120-apple-and-peers) - [Dev Digest 138 - Are you secure about this?](https://www.wearedevelopers.com/magazine/486-dev-digest-138-are-you-secure-about-this) - [Dev Digest 131 - AI'm not sure about OSS](https://www.wearedevelopers.com/magazine/472-dev-digest-131-ai-m-not-sure-about-oss) - [Dev Digest 129 - Now that's what I call private data!](https://www.wearedevelopers.com/magazine/468-dev-digest-129-now-that-s-what-i-call-private-data) - [Dev Digest 121 - AI goes offline](https://www.wearedevelopers.com/magazine/456-dev-digest-121-ai-goes-offline) - [Dev Digest 119 - ❤️ === ❤️](https://www.wearedevelopers.com/magazine/454-dev-digest-119)