Back to all roles

Graphics & Tools Engineer (Unity)

Consumer Mobile Entertainment Company • San Francisco
Location
San Francisco, California (on-site, 5 days a week)
Compensation
$180k–$250k + equity · on-site 5 days in San Francisco

About the company

Our client is a fast-growing San Francisco consumer entertainment company building top-ranked mobile apps that blend gaming, collecting and real-money play. They are around 60 people, have raised $65M, and have been shipping since 2020. This is a product company where performance is felt directly by the player — frame rate, load time and battery are product features, not engineering details.

The role

This is a hands-on Unity role sitting at the intersection of graphics and tooling. You would own runtime rendering performance on mobile — profiling on real devices, finding the GPU, CPU and memory bottlenecks, and fixing them — and you would build the editor tooling that lets the rest of the game team move faster. Both halves matter: the client is explicit that a pure tools engineer without rendering depth is not the person they want, and that optimisation experience confined to PC or console does not transfer. The role is on-site in San Francisco five days a week, which the client has flagged as a hard requirement.

What you'll do

  • Own runtime rendering performance for shipped mobile titles — frame rate, memory and battery on real devices
  • Profile on device with Unity Profiler and Xcode Instruments, and chase down GPU, CPU and memory bottlenecks
  • Work deep in the Unity rendering pipeline and write production C#
  • Build internal tools and editor extensions that make the wider game team faster
  • Optimise shaders for mobile GPUs across a wide range of devices, not just current flagships
  • Sit with the team in person and iterate quickly — this is a small, fast-moving engineering group

What we're looking for

These are hard requirements. Check each one that applies to you.

Don't check every box? No worries — submit your info here and we'll keep you in mind for roles that could be a better fit.

Submit Your Info

Nice to have

  • Shader optimisation for mobile GPUs
  • Cocos engine experience, or work on an engine migration
  • Experience with real-money or skill-based gaming products
  • You have profiled and shipped across a wide spread of Android devices, not only flagships

Tech stack

Unity and C# throughout, with the rendering pipeline, shaders and mobile GPU profiling at the centre of the work. Tooling lives in the Unity editor; profiling runs on device through Unity Profiler and Xcode Instruments.

Compensation & logistics

  • $180k–$250k base + competitive equity
  • On-site in San Francisco five days a week — the client has flagged this as a hard requirement
  • No visa sponsorship offered — you must already be authorised to work in the United States
  • 4 to 10 years of experience
  • 1 hire planned
  • Full-time