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Engaged Media Studios
Actively Hiring
AI-powered, AR/XR sports platform transforming how athletes are measured and trained
  • Top 5% of responders
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  • Responds within a few days
    Based on past data, Engaged Media Studios usually responds to incoming applications within a few days

Principal AR/3D Mobile Architect

  • $70k – $120k • No equity
  • |Remote (
    Everywhere
    ) • 
  • |8 years of exp
  • |Contract
Reposted: 2 days ago• Recruiter recently active
Job Location
Remote Work Policy

Onsite or remote

Hires remotely in
Everywhere
Visa Sponsorship

Not Available

Preferred Timezones
Central Time
RelocationNot Allowed
Skills
Augmented Reality
Kotlin
Swift/Objective C/iOS/Xcode
ARKit
ARCore
SwiftUI

About the job

Role summary

We’re hiring a senior technical authority to own the architecture of a native iOS and Android mobile platform whose core is a real-time AR and 3D-motion-rendering experience. This is a decisions-and-ownership role, front-loaded and fractional/interim — you make and document the structural calls the engineering team builds against, then taper to oversight. It is not a feature-development or ticket-closing seat. The engagement starts fractional/interim, with strong potential to extend into a larger ongoing or full-time role by mutual fit.

What you’ll own

• The mobile architecture decision record — native iOS and Android app structure, module boundaries, and the finalized native AR/3D approach, documented as a single source of truth the team builds against.
• Native AR architecture on both platforms — ARKit/RealityKit (iOS) and ARCore (Android): environment scan, plane detection, spatial anchoring, cross-device spatial consistency, and the flow of AR/sensor/telemetry data into the app and backend.
• Real-time on-device 3D motion rendering — skeletal and mesh motion data rendered as an interactive scene the user can pause, scrub, zoom, and rotate (RealityKit on iOS, Jetpack SceneCore/SceneView on Android).
• Real-time and backend integration — live session sync, authentication/identity binding, and API patterns against a cloud backend.
• Cross-platform strategy — establish the iOS architecture first, then define how Android mirrors it.
• Performance, battery, and device-compatibility strategy across a broad device matrix; technical direction and mentorship for native and AR engineers.

What you must have

Stated as ownership claims, not a skills checklist — a keyword-matcher can mirror a skills list but not an accountability story.
• Has architected production native AR on both ARKit/RealityKit and ARCore, and been accountable for how it performed and scaled on-device (direction-level is fine — you guide AR engineers rather than write every line).
• Has rendered and manipulated live 3D content on-device — a scene the user drives in real time — not just placed pre-built 3D assets into a camera view.
• Has owned the architecture of production native apps on both iOS and Android, with deep command of Swift and Kotlin.
• Has handled high-bandwidth media / demanding data throughput on mobile — continuous video streaming plus concurrent XR/sensor and AI-pipeline data — without wrecking frame rate or battery.
• Has architected real-time mobile features (live video/audio, session sync) integrated with cloud backends and identity systems.
• Can decide quickly, document clearly, and align a small distributed team with little oversight.

Strongly preferred

• Built production AR natively rather than through a cross-platform game engine — and understands its on-device performance and failure modes first-hand.
• Background in AR/XR, sports-tech, motion capture, media, or games-plus-application products where polished UX and a real-time AR/3D experience coexist.
• Real-time comms SDKs (e.g., Agora); Azure backends and Microsoft Entra identity; multi-tenant SaaS architecture.
• Comfortable operating fractional/interim — fast to ramp, decisive, effective without heavy supervision.

**No need to apply if your experience doesn't answer these specific questions:

Q1 — Describe one production AR feature you architected. What was rendered, how the 3D content got on-screen, and specifically: was the user manipulating pre-built assets, or live/generated geometry like a moving skeleton or mesh? Name the app; link the store listing if public.

Q2 — Name two concrete places where ARKit’s and ARCore’s native APIs diverge, and how you’d design a shared architecture so both behave consistently.

Q3 — High-bandwidth media: In a live session you have streaming video + XR/sensor telemetry + AI-pipeline data flowing off-device at once. How do you keep that from tanking frame rate and battery?

Q4 — Name one AR-specific on-device failure you hit in production (tracking loss, thermal throttle, anchor drift, etc.) and how you diagnosed it.

About the company

Engaged Media Studios company logo

Engaged Media Studios

Actively Hiring
AI-powered, AR/XR sports platform transforming how athletes are measured and trained1-10 Employees
Company Size
1-10
Company Industries
B2B · SaaS · Mobile · Artificial Intelligence / Machine Learning
  • Top 5% of responders
    Engaged Media Studios is in the top 5% of companies in terms of response time to applications
  • Responds within a few days
    Based on past data, Engaged Media Studios usually responds to incoming applications within a few days
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