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Senior Software Engineer – Graphics Job at Vizcom in San Francisco

Vizcom, San Francisco, CA, United States


Why Vizcom Our mission is to reshape design by streamlining the path from concept to creation, bringing more impactful ideas into the physical world.
We’re well‑funded (Series B $51m to date), growing double‑digits MoM, and expanding the core engineering team in SF. The surface area is big: realtime collaboration, GPU inference at scale, a modern TypeScript stack, and serving real enterprise.
The Role As the Senior Software Engineer – Graphics (Rendering & Real Time Systems) you’ll own the rendering and interactivity layer that powers Vizcom’s creative canvas. From brush simulation to real‑time lighting and 3D previews, you’ll push the limits of what’s possible in the browser. You’ll work at the intersection of WebGL , WebGPU , and AI‑assisted graphics , collaborating with design and AI teams to make creativity feel instantaneous. This is a role for engineers who think like artists — people who care deeply about how pixels move, light behaves, and performance feels. Within your first 90 days you will: deliver one core rendering improvement (e.g., new brush pipeline, shader cache, or culling system) that boosts frame stability or interactivity, create a graphics profiling toolkit or debugging overlay to visualize GPU performance in production, ship one experimental graphics feature to production or beta users (for example, stylized rendering, 3D lighting, or layered compositing), and document a graphics architecture RFC clarifying design decisions and performance budgets.
Compensation
$195k - $225,000K + Offers Equity What You’ll Do Build the rendering engine: design and optimize Vizcom’s core WebGL/WebGPU pipeline for performance and fidelity
Push real‑time UX: develop smooth brush and material interactions, animation systems, and 3D previews that respond instantly
Collaborate with AI: integrate GPU inference outputs (diffusion, segmentation, line following) into interactive visual workflows
Optimize for speed: profile GPU and CPU paths, reduce frame latency, and tune memory use for real‑world workloads
Prototype new creative tools: experiment with novel rendering effects, procedural materials, and hybrid 2D/3D experiences.
Collaborate early with Design: prototype fast, test feel, and bring high‑fidelity UX to life.
Mentor teammates: guide others in rendering fundamentals, performance, profiling, and graphics debugging.
The Problems You’ll Tackle High‑fanout realtime collaboration with CRDT‑style data models
Rendering pipelines in WebGL/WebGPU , balancing fidelity and speed
Bundle optimization, lazy loading, and Vite build performance
Complex interaction logic that must still feel intuitive and instant
Our Stack (today) Frontend: TypeScript, React, Vite, WebGL; realtime collaboration.
API/Backend: TypeScript/Node, GraphQL (PostGraphile), Postgres, Redis, background workers.
Infra: Kubernetes, Pulumi, CI/CD with GitHub Actions, Datadog for observability, feature flags.
Security/Enterprise: SSO/SAML (WorkOS), SOC 2‑minded practices.
*Experience with every item above is not required. What matters is that you are excited to shape it.
What Great Looks Like You’ve led systems at scale in TS/Node (or similar) and know where complexity should live and where it should not.
You are equally comfortable writing code and writing RFCs, and your reviews make everyone better.
You communicate precisely in writing first, make trade‑offs explicit, and keep momentum without hand‑wav­ing.
You lead through influence, not title. People invite you to reviews because you raise the conversation.
Qualifications 5–8+ years building and shipping complex frontend systems (React/TypeScript)
Strong experience with WebGL , Canvas , or custom rendering engines
Deep understanding of UI performance , profiling, and memory management
Strong eye for design quality — you care about both pixels and milliseconds
As a colleague, you enjoy planning, executing, winning and celebrating as a team
Experience working remotely and/or in a startup environment
Bonus: experience with GraphQL, WASM, GPU pipelines, or 3D scene systems
How We Work Small team, high ownership. Fewer people, more leverage.
Design‑centric. We obsess over speed and feel; “fast enough” usually is not.
Write it down. RFCs, crisp decisions, living docs.
Operate what you build. Everyone takes on‑call support; incidents drive improvement, not blame.
Interview Process Intro (30m): mutual fit, role and impact.
Architectural deep‑dive (45m): product and design collaboration.
Coding Session (45m):
Onsite Interview (half day)
References and offer.
Ready to Build? If you want your work to be used daily by world‑class designers and you like owning problems end to end, let’s talk. Apply with links (GitHub, LinkedIn, notable projects) and a short note on something hard you shipped.

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In Summary: Vizcom Senior Software Engineer – Graphics (Rendering & Real Time Systems) you’ll own the rendering and interactivity layer that powers Vizcom’s creative canvas . From brush simulation to real‑time lighting and 3D previews, Vizcom will push the limits of what is possible in the browser . You'll work at the intersection of WebGL, WebGPU and AI‑assisted graphics .

En Español: Por qué Vizcom Nuestra misión es remodelar el diseño simplificando el camino del concepto a la creación, trayendo ideas más impactantes al mundo físico. Estamos bien financiados (Series B $ 51m hasta la fecha), creciendo MoM de dos dígitos y expandiendo el equipo principal de ingeniería en SF. La superficie es grande: colaboración en tiempo real, inferencia GPU a escala, una moderna pila TypeScript y servir a las empresas reales. Dentro de sus primeros 90 días: entregará una mejora en la renderización central (por ejemplo, nueva tubería de pinceladas, caché shader o presupuesto de rendimiento) que incremente la estabilidad e interactividad del cuadro, creará un conjunto de herramientas de perfilado gráfico o superposición de depuración para visualizar el desempeño de GPU en producción, enviará una característica gráfica experimental a los usuarios actuales de producción o beta (como por ejemplo, rendering estilizado, iluminación 3D o composición en capas), y documentará una arquitectura gráfica RFC clarificando las decisiones de diseño y presupuestos de prestaciones. Compensación $195k - $225,000K + Ofrecerá equidad Lo que usted va a hacer Construir el motor de renderizado: Diseñar y optimizar Vizcom's WebGL/GPU Profil rápido hoy en día UX: Desarrollar materiales de procesamiento de tiempo real y fidelidad, sistemas de animación frontal / 3D y equipos de trabajo que trabajan en línea con datos, así como desarrollan nuevas soluciones para resolver problemas relacionados con la calidad de funcionamiento de los procesos de base de CPU; Los siguientes son los modelos de desarrollo de análisis de datos: Red Hatch-up, VGAGBL/Vegislación, Ciberproyecto, Técnicas de ejecución de información, etc.: Lo que importa es que estés entusiasmado de darle forma. ¿Qué se ve bien?Has dirigido sistemas a escala en TS/Node (o similar) y sabes dónde debe vivir la complejidad y donde no debería. Estás igualmente cómodo escribiendo código y redactando RFCs, y tus reseñas hacen mejor a todo el mundo. Primero te comunicas con precisión por escrito, haces compromisos explícitos y mantienes impulso sin agitar las manos. Lides a través de la influencia, no del título GPU. La gente te invita a revisar porque elevas la conversación. Calificaciones 58+ años construyendo y enviando complejos sistemas frontal (React/TypeScript). Todo el mundo recibe apoyo en llamada; los incidentes impulsan la mejora, no la culpa. Introducción al proceso de entrevista (30 m): ajuste mutuo, papel e impacto. Inmersión profunda arquitectónica (45 m): colaboración entre producto y diseño. Sesión de codificación (45m): Entrevista in situ (medios días) Referencias y oferta.