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Webgpu Jobs in California (NOW HIRING)

Principal Graphics Engineer

San Francisco, CA ยท On-site +1

$164K - $203K/yr

Drive upgrades to the underlying platforms (AOSP versions, browser engines, GLES/WebGPU evolution) while keeping the system stable and shippable. * Partner with other teams to define and implement ...

Principal Graphics Engineer

Santa Clara, CA

$164K - $203K/yr

Drive upgrades to the underlying platforms (AOSP versions, browser engines, GLES/WebGPU evolution) while keeping the system stable and shippable. * Partner with other teams to define and implement ...

Principal Graphics Engineer

San Francisco, CA ยท On-site

$164K - $203K/yr

Drive upgrades to the underlying platforms (AOSP versions, browser engines, GLES/WebGPU evolution) while keeping the system stable and shippable. * Partner with other teams to define and implement ...

Experience testing canvas/WebGL/WebGPU applications where DOM selectors may not apply, including coordinate-based interactions, timing-sensitive behavior, screenshot validation, state-based ...

Multimedia Arch Senior Frontend Engineer

San Jose, CA ยท On-site

$143K - $197K/yr

Our work includes building high-performance Web Players (VoD & Live) and SDKs(TikTok Embed Player, Upload SDK, Audio SDKs etc Multimedia SDKs), pioneering the use of WebAssembly and WebGPU for media ...

A willingness to dive headfirst into canvas, webGL, and (maybe!) webGPU is recommended! And you also have some design sense. Large complex SPAs have all sorts of super interesting UI/UX challenges! W ...

Apply Early

A willingness to dive headfirst into canvas, webGL, and (maybe!) webGPU is recommended! And you also have some design sense. Large complex SPAs have all sorts of super interesting UI/UX challenges! W ...

Rendering Engine Software Engineer

Cupertino, CA ยท On-site

$172K - $213K/yr

... WebGPU) and shading languages (e.g., MSL, HLSL, GLSL, WGSL) Ability to use 3D geometry and linear algebra to solve graphics problems Methodical debugging mindset and tenacious problem-solving ...

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Showing results 1-20

Webgpu information

What is the difference between Webgpu vs WebGL Developer?

AspectWebgpuWebGL Developer
Required credentialsKnowledge of graphics APIs, programming skills in JavaScript/TypeScriptSimilar credentials, often with additional graphics or computer science background
Work environmentWeb development, graphics programming, browser-based applicationsWeb development, interactive graphics, browser-based projects
Industry usageEmerging technology for high-performance graphics in browsersEstablished technology for 3D graphics in web applications
Common search intentUnderstanding new graphics API differences, learning WebgpuWebGL programming, troubleshooting, tutorials

Webgpu is a newer graphics API designed for high-performance rendering in browsers, offering more direct hardware access than WebGL. WebGL developers often transition to Webgpu as it provides better efficiency and capabilities, but WebGL remains widely used for existing projects. Both roles require similar skills in web graphics programming, but Webgpu specialists focus on cutting-edge browser graphics technology.

What are the key skills and qualifications needed to thrive as a WebGPU Developer, and why are they important?

To thrive as a WebGPU Developer, you need a solid background in computer graphics, JavaScript/TypeScript, and GPU programming concepts, often backed by a degree in computer science or a related field. Familiarity with WebGPU APIs, shader languages like WGSL or GLSL, and development tools such as browser devtools or graphics debuggers is essential. Strong problem-solving, attention to detail, and effective communication skills help developers optimize performance and collaborate with team members. These competencies are crucial for building efficient, visually rich web applications that leverage modern graphics hardware.

What is WebGPU?

WebGPU is a modern web graphics API that allows web developers to access the power of a computer's GPU (Graphics Processing Unit) directly through the browser. It is designed to provide high-performance graphics and computation capabilities, enabling advanced rendering and machine learning tasks on the web. WebGPU is intended as a successor to WebGL, offering more direct control over GPU resources and better performance. It is currently being implemented in major browsers and is expected to become a standard for web-based graphics and computation.

What are some common challenges faced by developers working with WebGPU, and how can these be addressed?

Developers working with WebGPU often encounter challenges such as limited browser support, evolving specifications, and a steep learning curve due to its low-level API nature. Overcoming these challenges involves staying updated with the latest WebGPU developments, actively participating in community forums, and leveraging official documentation and sample projects. Collaborating closely with other frontend and graphics engineers is also crucial, as sharing knowledge and troubleshooting together can accelerate problem-solving and skill growth.
What cities in California are hiring for Webgpu jobs? Cities in California with the most Webgpu job openings:
Infographic showing various Webgpu job openings in California as of July 2026, with employment types broken down into 100% Full Time. Highlights an 89% In-person, and 11% Remote job distribution.
Principal Machine Learning Engineer

Principal Machine Learning Engineer

Unity

Mountain View, CA โ€ข On-site

Full-time

Posted 4 days ago


Job description

Job Summary:
Unity is the worldโ€™s leading game engine, powering play for more than 3 billion consumers each month. They are seeking a Principal Machine Learning Engineer to lead the development of AI-driven game experiences by optimizing and integrating state-of-the-art multi-modal models within their game engine.
Responsibilities:
โ€ข Own the end-to-end optimization pipeline: model export, graph transformation, operator fusion, memory-layout planning, and hardware-specific kernel tuning across NPU, mobile GPU, and desktop/laptop GPU.
โ€ข Make authoritative decisions on quantization (INT4/INT8/FP16), weight sharing, structured/unstructured pruning, and knowledge distillation to hit hard latency, memory, and power budgets โ€” and validate them against quality bars.
โ€ข Drive low-level performance work: write and tune WebGPU compute shaders (WGSL) and, where relevant, native kernels (Metal, Vulkan/SPIR-V compute, D3D12, CUDA); profile with browser and platform tools (Chrome/Dawn GPU traces, PIX, Instruments/Metal System Trace, Snapdragon Profiler, Nsight, RenderDoc), and eliminate bottlenecks at the op and memory-bandwidth level.
โ€ข Apply efficiency techniques โ€” dynamic resolution, token reduction, cross-frame caching/reuse, reduced-step diffusion samplers โ€” as engineering levers to meet budgets on target SKUs.
โ€ข Evaluate, select, and drive adoption of WebGPU-targeted inference runtimes (ONNX Runtime Web, Transformers.js, WebLLM, TensorFlow.js) alongside native options (CoreML, ONNX Runtime, TFLite, ExecuTorch) โ€” and extend or build runtime/glue code where off-the-shelf options fall short of our diffusion workloads.
โ€ข Design and own the integration between the ML runtime and the game engine: real-time scheduling, threading, memory pooling, zero-copy buffer sharing between the inference path and the render path, and frame-budget management alongside the renderer.
โ€ข Architect inference systems that handle diverse inputs โ€” images, text, primitives, metadata โ€” and produce pixel-level outputs with real-time performance, robust to the messy realities of production (cold starts, thermal throttling, device fragmentation, backgrounding).
โ€ข Build the supporting engineering: model packaging and asset pipelines, on-device fallbacks and SKU-aware capability tiers, crash/quality telemetry, and automated on-device benchmarking in CI.
โ€ข Partner closely with research scientists to turn novel architectures into implementations that are deployable, debuggable, and fast on device.
โ€ข Provide the feedback loop back into research: surface hardware constraints, op-support gaps, and cost models early so model design and deployment converge.
โ€ข Track breakthroughs in efficient inference (efficient attention, distillation, reduced-step diffusion) and assess them pragmatically: what actually moves latency/memory/power on our target devices, and what is worth the engineering cost.
โ€ข Lead and mentor a team of engineers; set engineering best practices, code-review standards, performance-regression gates, and on-device benchmarking methodology.
โ€ข Champion a culture of measurement: define and enforce KPIs for latency, quality, memory, and power, and ensure they are tracked rigorously across the device matrix.
โ€ข Partner with platform engineers, product managers, and runtime teams to align ML capabilities with device-SKU constraints and product roadmaps.
Qualifications:
Required:
โ€ข 8+ years in software/ML engineering, with at least 4 years focused on on-device / edge inference or real-time, performance-critical systems.
โ€ข Proven production deployment of transformer- and/or diffusion-based models (e.g., ViT, Stable Diffusion) on mobile, desktop, or embedded hardware โ€” shipped, not just prototyped.
โ€ข Hands-on experience deploying models through WebGPU โ€” e.g., ONNX Runtime Web (WebGPU EP), Transformers.js, WebLLM, or TensorFlow.js โ€” including writing/tuning WGSL compute shaders and working within WebGPU's adapter, device-limits, and binding model. Equivalent deep experience with a native GPU/compute API plus a clear path to WebGPU will also be considered.
โ€ข Hands-on expertise with at least one major inference runtime (ONNX Runtime / ORT Web, CoreML, TFLite, ExecuTorch) and deep understanding of operator fusion, memory layout, and runtime scheduling.
โ€ข Low-level performance engineering: strong command of at least one GPU/compute API โ€” WebGPU/WGSL, Metal, Vulkan, D3D12, or CUDA โ€” and the profiling tools to go with it. You can read a frame capture and a kernel trace and know where the time and memory go.
โ€ข Working knowledge of model-optimization techniques โ€” quantization (INT4/INT8/FP16), weight sharing, pruning, and distillation โ€” and the practical judgment to apply them to hit latency and memory budgets. You don't need to be a research expert in these methods; you need to use them effectively as engineering tools.
โ€ข Strong understanding of target hardware: mobile SoCs (Apple Neural Engine, Qualcomm Hexagon/Adreno, ARM Mali) and desktop/laptop GPUs (Apple Silicon, NVIDIA, AMD, Intel) โ€” and how to target each for peak throughput.
โ€ข Proficiency in the core languages of a browser-native runtime โ€” TypeScript/JavaScript and WGSL โ€” plus solid Python for export pipelines and training-side tooling.
โ€ข Working fluency with the models you deploy โ€” enough to read an architecture, modify it for deployment, and reason about accuracy trade-offs.
โ€ข Track record of technical leadership: setting engineering direction, influencing cross-functional partners, and growing engineers.
Preferred:
โ€ข Experience shipping world-model, neural-rendering, or real-time generative pipelines (NeRF, 3DGS, real-time diffusion, or similar) on device.
โ€ข Deep game-engine or real-time-graphics background (Unity, Unreal, or a custom engine; Metal/Vulkan/D3D/OpenGL ES render pipelines) โ€” especially integrating compute workloads alongside a renderer.
โ€ข Contributions to open-source ML inference frameworks, runtimes, or GPU/compute libraries โ€” especially in the WebGPU ecosystem (Dawn, wgpu, ORT Web, Transformers.js, WebLLM).
โ€ข Familiarity with the WebGPU specification and its evolving compute features (subgroups, FP16/shader-f16, timestamp queries) and the trade-offs of running heavy diffusion workloads in the browser/web runtime.
โ€ข Familiarity with compiler stacks (MLIR, TVM, IREE, XLA) for custom kernel generation and graph optimization.
โ€ข Experience with on-device benchmarking infrastructure, performance-regression CI, and large device-farm matrices.
Company:
Unity [NYSE: U] offers a suite of tools to create, market, and grow games and interactive experiences across all major platforms from mobile, PC, and console, to extended reality. Founded in 2004, the company is headquartered in San Francisco, USA, with a team of 5001-10000 employees. The company is currently Late Stage.