New York City · Hybrid · Remote

GLO

New York (NY)

Hybrid

USD 150,000 - 185,000

Full time

25 hours ago
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Benefits offered by this job

Annual base salary range: $150,000 - $
$185,000 depending on experience
Comprehensive health, dental, and vis​

Job summary

GLO in New York is seeking a Principal XR Game Engineer to own core real-time systems for immersive experiences built on Unity. You’ll shape architecture, optimize graphics, and drive networking across mobile, AR/VR, and headset runtimes.

You’ll work across constrained hardware, live venue environments, and multi-user synchronization, partnering with design, art, product, and operations to keep experiences stable and fun. Eligible to work in the U.S. is required.

Qualifications

  • 8+ years of professional experience in games, XR, real-time 3D, simulation, or engine development.
  • Strong Unity and C# experience.
  • Experience shipping or maintaining real-time applications on constrained hardware.
  • Deep understanding of performance profiling and optimization.
  • Strong understanding of graphics engineering, rendering performance, shaders, memory budgets, and frame timing.
  • Experience with multiplayer or networked real-time systems.
  • Ability to reason clearly about network topology, authority models, synchronization, latency, and transport behavior.
  • Comfortable debugging on physical devices, not just in-editor.
  • Strong ownership mindset and ability to make practical technical decisions in a fast-moving environment.
  • Must be eligible to work in the U.S.

Responsibilities

  • Build and maintain real-time Unity systems for AR, VR, MR, and location-based gameplay.
  • Own technical architecture for interactive experiences across mobile and XR hardware.
  • Profile and optimize performance on target devices, including CPU, GPU, memory, thermal load, and frame pacing.
  • Diagnose and resolve rendering bottlenecks related to shaders, draw calls, overdraw, batching, LODs, textures, lighting, and post-processing.
  • Design and implement networking systems for multi-user immersive experiences, including authority, replication, synchronization, latency, and bandwidth management.
  • Debug device, connectivity, build, and runtime issues across headset and mobile platforms.
  • Improve Unity tooling, build profiles, asset workflows, and deployment reliability.
  • Work closely with design, art, product, and operations to ensure experiences are technically stable and fun to use.
  • Help define engineering standards as the company grows.

Skills

Unity
C#
Real-time 3D
XR/AR/VR
Networking
Performance profiling
Device debugging
Ownership mindset

Tools

Mirror/Photon

Job description

GLO is reimagining sightseeing for the age of immersive tech. We create interactive gaming tours that transform real city streets into playful, story-rich experiences using cutting-edge augmented reality (AR) technology. Our tours are social, creative, and designed to make people feel like they've stepped inside the city rather than just walked through it.

We're building something new at the intersection of entertainment, culture, and technology, and we're looking for someone who can capture that energy and turn it into content that drives real attention.

The Role

As a Principal XR Game Engineer, you'll own core technical systems for MeshMap's real-time immersive experiences. You'll work across Unity development, graphics optimization, networking, device performance, and deployment pipelines.

This role is ideal for someone who can move between high-level architecture and low-level debugging, especially when working with constrained hardware, headset runtimes, multiplayer systems, and live venue environments.

Key Responsibilities
  • Build and maintain real-time Unity systems for AR, VR, MR, and location-based gameplay
  • Own technical architecture for interactive experiences across mobile and XR hardware
  • Profile and optimize performance on target devices, including CPU, GPU, memory, thermal load, and frame pacing
  • Diagnose and resolve rendering bottlenecks related to shaders, draw calls, overdraw, batching, LODs, textures, lighting, and post-processing
  • Design and implement networking systems for multi-user immersive experiences, including authority, replication, synchronization, latency, and bandwidth management
  • Debug device, connectivity, build, and runtime issues across headset and mobile platforms
  • Improve Unity tooling, build profiles, asset workflows, and deployment reliability
  • Work closely with design, art, product, and operations to ensure experiences are technically stable and fun to use
  • Help define engineering standards as the company grows
Requirements
  • 8+ years of professional experience in games, XR, real-time 3D, simulation, or engine development
  • Strong Unity and C# experience
  • Experience shipping or maintaining real-time applications on constrained hardware
  • Deep understanding of performance profiling and optimization for mobile, VR, AR, or MR
  • Strong understanding of graphics engineering, rendering performance, shaders, GPU profiling, memory budgets, and frame timing
  • Experience with multiplayer or networked real-time systems
  • Ability to reason clearly about network topology, authority models, synchronization, latency, and transport behavior
  • Comfortable debugging on physical devices, not just in-editor
  • Strong ownership mindset and ability to make practical technical decisions in a fast-moving environment
  • Comfortable in an early-stage, evolving company environment
  • Comfortable leading projects and making independent decisions
  • Must be eligible to work in the U.S.
Nice to Have
  • Experience developing for Meta Quest, Magic Leap, XREAL, HoloLens, or similar XR devices
  • Experience with location-based entertainment, venue-scale XR, spatial anchors, or real-world mapping
  • Familiarity with Mirror or other networking solutions such as Photon, Netcode, FishNet, custom UDP/KCP transports, relay servers, or bespoke dedicated server architecture
  • Knowledge of Unity URP, Shader Graph, custom render features, compute shaders, and graphics debugging in Unity
  • Experience with DOTS/ECS, Burst, Jobs, low-level C#, native plugins, or data-oriented optimization
  • Has handled Android builds, ADB, Gradle, Logcat, manifests, and XR package conflicts
  • Experience building internal tools, SDKs, creator workflows, or technical samples
  • Startup or small-team experience
Compensation and Benefits
  • Annual base salary range: $150,000 - $185,000 depending on experience
  • Comprehensive health, dental, and vision insurance
  • Paid time off
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