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Senior Linux Graphics Engineer
Parallel DomainSenior Linux Graphics Engineer leading cross-platform rendering work at Parallel Domain. Managing substantial Linux and Vulkan migration and collaborating on graphics team challenges.
Core Competencies
Role fitCore Competencies
Use this summary to align your resume positioning with the role.
Demonstrates extensive expertise in Vulkan and Linux graphics programming, with a strong focus on performance optimization, debugging, and cross-platform rendering. Capable of leading complex projects from inception to production while collaborating effectively across engineering teams.
Highest-signal resume keywords
Vulkan Production ExperienceLinux Graphics Software ShippingC++ Codebase NavigationPerformance Profiling and OptimizationAI Tooling Fluency
ATS Keywords
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Hard Skills
Vulkan ProgrammingReal-Time GraphicsC++ ProgrammingMemory Allocation ManagementShader CompilationSynchronization DebuggingPerformance ProfilingRegression TestingContainerized ApplicationsMulti-View Rendering
Soft Skills
Problem-SolvingCommunicationProject Management
Tools & Technologies
RenderDocNsightGPU DriversMesaShader ToolchainsDebugging Tools
Industry Keywords
Real-Time GraphicsEngine ProgrammingGraphics BackendsBuild SystemsCloud GPU Instances
Tech Stack
Tools & technologiesCloudLinux
About the role
Key responsibilities & impact- Own the Linux and Vulkan migration. Take our current Windows-based renderer from early build to production quality on Linux on Nvidia graphics: correct output across every camera, lidar, and radar configuration we support, at performance that holds up against our benchmarks.
- Close the gap between graphics backends. Diagnose and fix the differences between our DirectX and Vulkan paths — memory footprint, shader compilation and pre-caching, driver behavior, synchronization, and the rendering artifacts that show up on one backend and not the other.
- Make correctness verifiable. Build the comparison harnesses and regression tests that prove output equivalence across platforms.
- Profile and optimize on Linux. Establish the GPU and CPU profiling workflow on the platform, find the bottlenecks, fix them, and codify the patterns so the team isn't rediscovering them in six months.
- Contribute to the rendering roadmap. Beyond the migration, take on the broader rendering work: wide-angle and multi-view rendering, reconstruction-based techniques such as gaussian splatting, lighting work in collaboration with our ML team, and moving computation onto available GPU capacity.
- Work across the stack. Partner with our build, infrastructure, and simulation engineers. The renderer doesn't ship in isolation — it ships inside a containerized application, through a build system, onto cloud GPU instances, and every one of those seams has a platform dimension.
- Use AI tooling actively. LLM-assisted coding and debugging meaningfully accelerate this kind of work when applied well. We expect fluency here and active contribution to the team's practice.
Requirements
What you’ll need- 7+ years in real-time graphics or engine programming, with at least one product you took all the way to ship.
- Production experience with Vulkan — not a side project. You've written and debugged Vulkan render paths, reasoned about memory allocation and descriptor management, chased down synchronization and validation-layer issues, and shipped the result.
- You've shipped graphics software on Linux and are comfortable in that environment end to end: GPU drivers, Mesa or vendor stacks, shader toolchains, compositors, containers, and the debugging tools that actually work there.
- Highly productive in a large, real C++ codebase with a serious build system and CI. You can navigate an engine you didn't write.
- Demonstrated ability to profile a frame, identify the real bottleneck, and fix it — on both GPU and CPU sides — using tools like RenderDoc, Nsight, or platform equivalents.
- This role starts with a hard problem and not much precedent to lean on. You can scope it, sequence it, and drive it to completion without close supervision.
- You can explain a thorny graphics tradeoff to a non-graphics engineer in five sentences, and give an honest read on schedule when one is asked for.
Benefits
Comp & perks- Equity
- Employer-paid supplemental medical, mental health, dental, and vision benefits
- Flexible paid vacation, sick time, winter shutdown, and 11+ holidays per year
- Paid parental leave
- Equipment budget to optimize your setup
- Annual learning and development stipend