Resolve (W15)
VR meetings for operations, maintenance and construction teams.

Senior Software Engineer (Unity, VR)

3+ years
About Resolve

At Resolve we’re building the future of efficient communication using immersive technology like VR and AR. Resolve helps bridge the communication gap between people who operate buildings and those who design and build them. We've built the most robust application for reviewing industrial facilities on wireless VR devices like the Oculus Quest - our customers love it because it just works even with complex 3D building models.

From data centers to cutting-edge biopharma facilities, Resolve provides a collaborative virtual environment for operations & maintenance teams to review and interact with 3D building models at full scale - decreasing late stage changes during the construction process and delivering a safer, more easily operable building.

Our customers' facilities contain a multitude of systems spanning mechanical, electrical, structural, and architectural designs which require careful coordination and review to ensure construction is completed on time and within budget. To prevent rework and increased building maintenance costs, Resolve fixes the broken system of screen-sharing 3D models and 2D floorplans with the operations teams that inherit the building and, instead, gives them easy access to their 3D building models before concrete is poured.

About the role

Skills: C#, Unity

We’re hiring an engineer to join our team.

What We Do Today:

  • Work across a stack consisting of C++, C# (Unity), Node.js, and Mongo
  • Empathize with our customers and put their needs first
  • Have independence to come up with solutions that balance velocity and elegance
  • We don’t shy away from hard problems if that’s what is needed to deliver true value
  • Feel pride and accountability in the code we ship
  • Dive into new fields outside our comfort zone

What We’ve Worked On:

  • We’ve built the best-in-class collaboration software for reviewing complex buildings on standalone VR devices by creating novel file formats and rendering techniques
  • Developed a system for loading and rendering some of the largest construction files (500M+ polygons) on standalone VR hardware like the Oculus Quest (FB used Resolve to demonstrate Quest 2 performance at the Oculus Keynote last year!)
  • Created the first VR integration for Autodesk BIM 360, the leading cloud platform for hosting building data
  • Hacked together a multi-user, colocated VR experience for one of the largest construction technology conferences in the world
  • Developed workflows to help our customers get the most out of VR even when they’re not wearing a headset - like automatically generated PDF reports and integrations with industry leading issue tracking systems

What We Need Help With:

We need an engineer with Unity experience who will help us take the Resolve VR experience to the next level.

  • Own our Unity code base which delivers a VR experience to end users. You won't be limited to just Unity - your work in our VR app will tie together our cloud mesh processing, large model engine, and real time networking.
  • Optimize code to make sure we're efficient with our use of resources every frame
  • Implement VR interfaces and interactions in Unity based on mock ups and make sure they're robust and performant
  • Collaborate with founders to define engineering requirements based on customer needs
  • Investigate new methodologies and technologies that will improve the product’s reliability, user experience, and development velocity


I want to learn more, who should I contact? Email angel[at] & we’ll be in touch.

What stage is Resolve at? We opened up early access for Resolve in June of 2020. We’re currently partnering with companies that are industry leaders to define and iterate on a product that successfully scales. We have contracts with our early partners for them to use Resolve on the construction of their facilities around the world. Building sticky VR software is hard - in the past we’ve shipped VR products that were consumed for 5-10 minutes at a time and once every few months for a special demo. We’re proud that Resolve power users are spending 1.5 hours in VR every week and our happiest users aren’t part of a techie or gamer demographic. Now that we’ve de-risked model size we are focusing on nailing the workflows and making sure our software scales with our customers’ needs.

Where is Resolve headquartered? We are a 100% remote team. We’re currently distributed across US and even New Zealand!

So, remote is a-ok.

How will Resolve make money? We’re already making money! We’ve been proud of delivering significant value to our customers that they’re willing to pay for our software on an annual basis. We can tell you specifics in an introductory call.

Is Resolve funded? Yes, our investors include Y-Combinator, Metaplanet (Skype Co-Founder), GFR, CyberAgent Capital, GFO Companies, Great Oaks Capital, Greg Castle (an early Oculus investor), and Tracy Young and Ralph Gootee (the cofounders of Plangrid), and more.

What makes Resolve so special? Resolve has developed a custom model engine and file format to stream large 3D data sets to wireless VR headsets like the Oculus Quest. Unlike other software in the industry we don’t require people to have a high-end gaming GPUs or cut up their model into chunks. And it’s all automatic so we’re not a 3D studio creating bespoke experiences. We’re targeting the Oculus Quest today, but we believe the future of immersive technology will be untethered and look similar. So we’re making sure we’re learning what it takes for people to be productive with these devices today.

What’s the tech stack? Our web services are all node.js running on AWS. We have cloud workers that run C++ code that process 3D meshes so that they’re efficiently transmitted and rendered on wireless VR devices. The end user interfaces with the software through a Unity app. We use Unity to build an APK that runs on the Oculus Quest (Android variant) and an EXE that runs a Windows companion app on the desktop for those without a VR headset. We also have C++ plugins that run on the client app to efficiently handle 3D data at runtime (sometimes we need to do things faster than Unity does out of the box).


The core challenges we work on every day: realtime voice and networking, distributed systems, and 3D data mesh processing

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