Live opening · Posted 9 hours ago

Staff — Rendering & Interactive Performance

GreyOrange · Bengaluru, Karnataka, India (On-site)
Linkedin No
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At a glance

The key details from the original listing.

Posted 9 hours ago
CompanyGreyOrange
LocationBengaluru, Karnataka, India (On-site)
Work modeNo
SourceLinkedin
Listed9 hours ago

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About the role

Description supplied by the original job listing.

GreyOrange builds the software and robotics that power modern warehouse automation. GO Foundry is our platform for solutioning — the tool our engineers, solution architects, and partners use to design, simulate, and validate a warehouse automation deployment before a single robot ships. We are a team that cares about shipping systems that have to work correctly in the physical world at scale, not just in a demo.
What You'll Do
Own rendering architecture and performance budget across the Emulator's visualization surface and Layout Designer's interactive canvas.
Design and evolve the client-side consumption layer for our real-time simulation state API — the tick interpolation and rendering logic that turns discrete simulation ticks into fluid, real-time motion.
Evaluate, integrate, and optimize physics engines and 3D/2D rendering libraries used for warehouse floor visualization, robot movement, and traffic/collision representation.
Drive frame-budget discipline across the team: profiling, GPU/CPU bottleneck diagnosis, draw-call reduction, and level-of-detail strategies for large maps with 1,000+ artifacts.
Partner with external integration partners building their own 3D rendering clients to define a stable, well-documented state-streaming contract that any external renderer can consume smoothly.
Set technical direction and mentor engineers across the rendering-critical parts of the platform.
Establish performance regression testing and monitoring for rendering-critical code paths.
What We're Looking For
8+ years building high-performance, interactive UI, including at least 3 years on rendering-heavy applications — games, simulation tools, CAD or design tools, or data visualization at scale.
Deep hands-on experience with a 3D rendering library (Three.js, Babylon.js, PlayCanvas, or a native game engine such as Unity or Unreal) and the underlying WebGL/WebGPU or graphics pipeline.
Working knowledge of physics engines (Rapier, Cannon.js, Box2D, PhysX, or a game engine's built-in physics) and how to integrate them with a simulation backend rather than building physics from scratch.
A track record of diagnosing and fixing real rendering performance problems: frame drops, GC pauses, draw-call explosions, and memory leaks in long-running visual sessions.
Strong fundamentals in JavaScript/TypeScript and a modern frontend framework (React or equivalent) alongside the rendering layer.
Experience designing APIs or data contracts consumed by rendering clients — state streaming, tick-based updates, interpolation strategies.
Nice to Have
Experience building or integrating with a discrete-event or tick-based simulation engine.
Familiarity with warehouse automation, robotics visualization, or digital twin platforms.
Experience with WebSocket-based real-time data streaming feeding directly into a render loop.
Contributions to open-source rendering or physics libraries.

Work arrangement
No

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