Full Stack Web Engineer
Date Posted
02 Aug, 2023
Work Location
Salary Offered
$80000 — $120000 yearly
Job Type
Date Posted
02 Aug, 2023
Work Location
Salary Offered
$80000 — $120000 yearly
Job Type
We’re hiring a fullstack engineer to own the web app powering our enterprise-grade simulation software. You will be responsible for our web APIs and front end components.
We need an engineer who will take ownership of the web components that empower Resolve customers to manage their projects.
Where is Resolve headquartered? We are a 100% remote team. We’re currently distributed across the US, UK and New Zealand!
So, remote is a-ok.
How will Resolve make money? We’re already making money! We’ve been proud of delivering significant value to our customers that they’re willing to pay for our software on an annual basis. We can tell you specifics in an introductory call.
Is Resolve funded? Yes, our investors include Y-Combinator, Metaplanet, GFR, CyberAgent Capital, GFO Companies, Great Oaks Capital, Greg Castle (an early Oculus investor), and Tracy Young and Ralph Gootee (the cofounders of Plangrid), and more.
What makes Resolve so special? Resolve has developed a custom model engine and file format to stream large 3D data sets to wireless VR headsets like the Oculus Quest. Unlike other software in the industry we don’t require people to have a high-end gaming GPUs or cut up their model into chunks. And it’s all automatic so we’re not a 3D studio creating bespoke experiences. We’re targeting the Oculus Quest today, but we believe the future of immersive technology will be untethered and look similar. So we’re making sure we’re learning what it takes for people to be productive with these devices today.
What’s the tech stack? This role will primarily focus on our web services which primarily use Node, react, and Mongo. There are also some Redis and SQL components for specific integrations.
Other parts of our infrastructure include cloud workers that run C++ code that process 3D meshes so that they’re efficiently transmitted and rendered on wireless VR devices. The end user interfaces with the software through a Unity app. We use Unity to build an APK that runs on the Oculus Quest (Android variant) and an EXE that runs a Windows companion app on the desktop for those without a VR headset. We also have C++ plugins that run on the client app to efficiently handle 3D data at runtime (sometimes we need to do things faster than Unity does out of the box).
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