Rust Software Engineering Intern, Chip Design Tools - Summer Fab2 · United States Junior $114k - $131k USD

Rustify

Northern (KY)

Hybrid

USD 114,000 - 131,000

Full time

3 days ago
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Job summary

Rustify is seeking a Software Engineering Intern to help build the Chip Design Tools SummerFab2 in the United States, onsite. You will own major features from design through shipping, using Rust end-to-end across the stack.

Work includes deeply interactive editing tools, a diffable document model, real-time collaboration, and GPU rendering. A portfolio (GitHub) is required; familiarity with Bevy, wgpu, Axum, WebAssembly, and PostgreSQL is a plus.

Qualifications

  • Portfolio (GitHub is fine) required.
  • Willing to learn chip design tooling and domain concepts.
  • Some experience with Rust and modern Rust ecosystems is preferred.

Responsibilities

  • Own major features from design through shipping across the stack.
  • Build deeply interactive, low-latency editing tools with real-time collaboration.
  • Contribute to rendering, data models, and tooling integrations.

Skills

Rust
Fullstack
Algorithms
Computational geometry

Tools

Bevy
wgpu
Axum
WebAssembly
PostgreSQL

Job description

# Rust Software Engineering Intern, Chip Design Tools - SummerFab2 · United States · Junior · Onsite · USD 114k - USD 131kView & Apply## About the RoleFullstack, Rust end-to-end, working on the application itself. You will own major features from design through shipping and touch the whole stack. These are some of the problems on the table right now:* Deeply interactive, low-latency editing tools: drag a wire and watch it auto-route, place a block, measure, annotate, catch mistakes the instant they happen. Careful handling, some algorithms and computational geometry. We need to constantly fight to keep the tools simple.* A document model that can be diffed and merged like source code and at the same time real-time collaborative. This is the foundation everything else sits on.* The sync engine streaming edits between clients, so chip designers can work together without sending files back and forth. More like a game server than CRUD: eventual consistency, high bandwidth streaming, correctness. Whether the wire format decodes to owned data or stays zero-copy so it holds up when the design is very large is a decision you own.* A GPU canvas that renders millions of polygons and stays smooth: spatial indexing, culling, level of detail, all in one Rust code path for web and native.* Simulation you can feel: waveforms that stream onto the screen as the solver produces them, with an interactive tier that answers in milliseconds while heavier analysis runs behind it. There is also plenty nearby as the application grows: a plugin system built on sandboxed WebAssembly components, a scripting API where a script is the same first-class client as the mouse, and integrations that send finished designs to the fab.## Who Does Well HereThe people who have done well on this team tend to come from deep, rich applications: tools and engine programmers, people who have built game level editors, DAWs, CAD tools, rendering pipelines, or software where the hard problems live in the seams between data, rendering, and input. It is tools programming where the output of the tool is silicon.You don't need to know anything about chip design, but you need to be willing to learn. If you've drawn a schematic, run SPICE, or built RLC circuits, you'll ramp faster and probably care more about getting it right, but we can teach, and fresh eyes are part of the point. We are building tools intuitive to new users, not just folks used to the old silicon design tools from the 90s.We take on ambitious goals and work hard. We build complex things quickly. We care that you own every line you ship, and care about clean code. A portfolio (GitHub is fine) is required. We currently use things like: Bevy's ECS, wgpu, Axum, WebAssembly, PostgreSQL.
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