Developer Relations Engineer - Facebook (California)
Intro:
Facebook's mission is to give people the power to build community and bring the world closer together. Through our family of apps and services, we're building a different kind of company that connects billions of people around the world, gives them ways to share what matters most to them, and helps bring people closer together. Whether we're creating new products or helping a small business expand its reach, people at Facebook are builders at heart. Our global teams are constantly iterating, solving problems, and working together to empower people around the world to build community and connect in meaningful ways. Together, we can help people build stronger communities - we're just getting started.
Summary:
Developer Relations Engineering is a team that has a singular mission: to ensure all content that ships on the Oculus Store is of the highest possible quality. We provide white glove support to our top developers to assist with whatever they may need to get their content in the best shape possible. Our team has deep roots in the game industry and in specialized fields such as mobile chipsets. A Developer Relations Engineer should be comfortable with dropping into a foreign codebase, making precision changes to markedly improve performance or memory usage, or to do performance deep dives with CPU or GPU tools or frame analyzers. We look for engineers who are adept at communicating not only technical details to engineers, but also aspects of design that impact the quality of the VR experience. We often travel to meet face to face with our developers at their studios or at conferences, so some travel is expected for this role. We demand empathy for both developers and our internal teams. Unity and/or Unreal Engine experience is a plus, although not required.
Required Skills:
1. Be on the forefront of virtual reality technology, helping our developers ship the best software into our ecosystem
2. Support the Content team in executing on a vision that brings high quality virtual reality to consumers, and builds durable business for developers
3. Be on top of the latest tools and techniques, assisting and educating developers, and be a representative for the developer community to shape the roadmaps of internal teams
4. Dig in with developers and solve deep technical problems, directly in their codebases
5. Enable developers to achieve high fidelity visuals at high performance, using VR-appropriate graphics pipelines and tools
6. Create best practices and tech notes that are distributed on the Oculus developer site
7. Represent Oculus at events and conferences
8. Willingness to travel - up to 15% of time on the road representing Oculus and visiting developers
Minimum Qualifications:
9. Knowledge of 3D mathematics and algorithms
10. 3+ years of industry experience with C++ or C#
11. 3+ years of experience with 3D graphics and engine optimization
12. 3+ years of experience with one or more game engines - Unity, UE4, or proprietary
Preferred Qualifications:
13. Experience shipping console/PC games
14. Cross-platform engine knowledge
15. Mobile CPU/GPU expertise
16. Android expertise
17. Experience with virtual reality
**Industry:** Internet
**Equal Opportunity:** Facebook is proud to be an Equal Opportunity and Affirmative Action employer. We do not discriminate based upon race, religion, color, national origin, sex (including pregnancy, childbirth, or related medical conditions), sexual orientation, gender, gender identity, gender expression, transgender status, sexual stereotypes, age, status as a protected veteran, status as an individual with a disability, or other applicable legally protected characteristics. We also consider qualified applicants with criminal histories, consistent with applicable federal, state and local law. Facebook is committed to providing reasonable accommodations for candidates with disabilities in our recruiting process. If you need any assistance or accommodations due to a disability, please let us know at accommodations-ext@fb.com.
* This article was originally published here