Job Summary:
onXmaps, Inc. is a high-growth tech company focused on helping people explore the outdoors through innovative technology. They are seeking a Senior Software Engineer to build and maintain their cross-platform map rendering engine, utilizing C++ to enhance outdoor experiences across various products.
Responsibilities:
• Build and maintain the build, test, and release pipeline for a multi-platform C++ SDK (iOS, Android, Web/WASM). Artifact versioning, dSYM packaging and upload, caching correctness for shader and asset changes, automated release gating. Own this permanently — not just when it breaks.
• Build and maintain the infrastructure that makes production failures diagnosable: crash dump mechanisms, debug symbol management across platforms, structured logging from the native layer, symbolication pipelines. When something fails in production, the team should be able to understand it without a live repro.
• Define and instrument the metrics that matter: tile load times, frame rates, memory footprint, GPS acquisition, render error rates. Build the pipeline to surface those signals — across iOS, Android, and web — into engineering dashboards and product analytics hooks.
• Multi-map integration tests, platform sample app test suites, visual regression tooling, DebugUI instrumentation, MapLayerInspector, compare mode tooling. Build the harness and internal tools that let the rendering engineers move faster and ship with more confidence.
• Pick up C++ rendering tickets alongside the core graphics team — GPS reliability issues, symbol correctness, tile loading regressions, platform-specific display bugs. Supported by the team's graphics engineers as you transition your expertise, with the expectation that you build genuine ownership over time.
• As the onX family of products adopt the Core Viewer, the team will take on new feature development that enhance the map experience for those products. There will be an opportunity and an expectation for you to develop new ways to visualize geospatial datasets using the graphics pipeline to build 3D rendering functionality.
• Problems that sit at the intersection of the platform and rendering layers — symbol texture memory, threading behavior, GPU resource management. Where your production engineering instincts and graphics knowledge combine.
Qualifications:
Required:
• Minimum of seven (7) years of experience shipping and maintaining production code
• Strong computer science fundamentals. You have the depth — in data structures, algorithms, memory management, concurrency, and systems thinking — to navigate and make meaningful contributions to a performance-critical codebase.
• Experience delivering production mobile software at scale. You have shipped native mobile applications or SDKs — on iOS, Android, or both — and understand what operating software at scale actually means: release pipelines, crash triage, performance budgets, and the full lifecycle from build to user.
• A genuine interest in applying that experience in a cross-platform graphics engine. You find the problem space — map rendering, GPU pipelines, cross-platform C++ — genuinely interesting. Not as a credential to add to your résumé, but as a domain you want to understand deeply. The team will provide the necessary support for you to apply your expertise here; you need to bring the motivation.
• CI/CD and build pipeline ownership. You have designed and maintained build, test, and release pipelines for native software — not just web services. You know what reliable artifact management, caching, and automated gating look like for a compiled, multi-platform library.
• Observability and crash diagnostics for native software. You have built or operated the infrastructure that makes production failures in native applications diagnosable: crash reporting, symbolication, structured logging from device-side code, performance metrics collection from on-device runtimes.
• Test infrastructure design. You have built test harnesses for compiled native software — not just run existing tests. You know how to make a codebase testable over time and how to design automated validation that catches regressions before they reach users.
• Experience with multi-threaded, event driven, stateful API implementations.
• Comfort establishing new practices on a small team. There is no existing platform reliability function here. You will define the standards, tooling, and culture around this work — not inherit them from a larger org.
Preferred:
• Professional C++ experience. The engine is written in C++ and you will develop expertise in it — prior production C++ is a meaningful head start, but strong CS fundamentals and the right motivation are what matter most at the start.
• Familiarity with GPU rendering concepts — shaders, draw calls, texture memory, the frame pipeline. Any prior exposure accelerates your ability to take ownership on the secondary scope.
• Experience with MapLibre, MapboxMaps, or vector tile rendering SDKs.
• WebAssembly / Emscripten build pipeline experience.
• CMake, Bazel, or other C/C++ build system authorship.
• Experience with Sentry, Crashlytics, Firebase Performance, or similar native crash and performance tooling.
• Mobile platform delivery experience.
Company:
Important Alert: There is an active job scam using the false domain of careers-onXmaps.com. Founded in 2009, the company is headquartered in Missoula, USA, with a team of 201-500 employees. The company is currently Growth Stage.