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Senior Software Engineer, Graphics

TRASH - San Francisco, CA, United States - In-office

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Salary: USD 190,000 - 220,000 / annual

VSCO is a mission-driven creative platform serving photographers globally. The company is building an integrated photographer's workflow—from creation and editing to client delivery and business management—with AI reshaping what's possible for creative work. You will be a primary contributor on Reflex, VSCO's production GPU image-processing engine, and significantly guide its evolution into Studio Pro on iOS and macOS. This role combines deep graphics systems work with shipping real features to tens of millions of users. Key Responsibilities: - Serve as a primary contributor on the Reflex imaging engine, owning DAG execution, WGSL operators, GPU resource and memory budgets, and color management (linear working space, LUTs, Display P3, bit-depth). - Ship engine changes through the native bridge (UniFFI + Nitro) into Studio Pro on iOS and macOS, including versioning and release management. - Take new imaging capabilities from design to production, including RAW develop, tiled/gigapixel export, and parity with the existing VSCO imaging stack. - Diagnose and fix production-class mobile graphics problems: out-of-memory errors, cache eviction, HEIC encoding, and differences across editor, batch, and export paths. - Develop and maintain render/pipeline contracts in the shared Studio Pro core to keep mobile and desktop implementations coherent. - Improve developer workflows through better native packaging, CI, shared review/agent workflows, and AI tools that accelerate idea-to-production cycles. - Partner with Product, Design, and Engineering to translate product and business goals into technical direction, making pragmatic tradeoffs between long-term architecture and near-term customer value. Requirements: - 7+ years in engineering with a track record as a heavy contributor in a production rendering, imaging, or GPU-compute system. - Deep GPU/rendering experience: pipelines, shaders, color, and memory (not just API usage). - Strong systems language experience; Rust strongly preferred. - Comfortable reading and writing shaders (WGSL, Metal, or equivalent). - Experience taking imaging or graphics work onto mobile, including memory budgets, decode/encode, and thermal/GPU limits. - iOS/Metal experience preferred. - Experience working 0→1 inside an existing product: evaluating nascent ideas, picking high-leverage work, and sequencing small investments into sizable change. - Familiarity with AI-assisted developer workflows (parallel agents, MCP, eval/review automation) that you have integrated into your own processes. Nice to have: wgpu, WebGPU, or WASM; native bridges (UniFFI, JNI, Nitro, or similar) and React Native; photographic imaging (RAW, color management, LUTs, film emulation); on-device or cloud ML in creative-tools context (segmentation, style transfer).

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