Senior Rust Graphics Engineer (wgpu, video rendering)
About the project
We are looking for a Rust graphics engineer for long-term work.
The product is a video production engine for AI agents. Agents control it through an API and MCP: they create a timeline, preview it and render the final video. The core is written in Rust and wgpu and renders on the GPU with shaders, without a headless browser. The same code runs on the server and in the browser via WebAssembly, and the output must be byte-identical on every run. Features include 30+ effects and transitions, caption animations, LUT color grading, 4K HDR and GPU AI features (background removal, super resolution).
The founder is a very strong engineer, so you will work directly with him on the core of the product.
Accountabilities
- Develop and extend the Rust/wgpu rendering engine: compositing, effects, transitions, text and captions
- Write and optimize shaders (WGSL)
- Profile and speed up the GPU render pipeline on different GPUs
- Keep output deterministic: same result between runs, GPUs and the WASM preview
- Work with video input and output: decoding, encoding, color spaces, HDR
- Write tests for render output and take part in code review with the founder
Requirements
- 4+ years of commercial development
- Production experience with Rust
- Real graphics programming experience: wgpu, Vulkan, Metal, DirectX 12 or OpenGL โ you wrote rendering code yourself, not only used a game engine
- Shader programming (WGSL, GLSL or HLSL)
- Good understanding of GPU architecture and performance
- English B2+ for daily work with the founder
We also consider strong C++ graphics engineers who already use Rust and want to move to it fully.
Nice to have
- Video: ffmpeg, codecs, hardware encoding (NVENC and similar)
- Color management: LUTs, HDR, color spaces
- WebAssembly / WebGPU in the browser
- Contributions to Bevy, wgpu or other open-source Rust graphics projects