Graphics & Tools Engineer (Unity)
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 InfoNice 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