Senior Software Engineer - Video Platform
SlateUSA$170k – $200kPosted 27 March 2026
Job Description
Senior Software Engineer - Video Platform
REMOTE (UTC-5 TO UTC+2) | FULL-TIME
VIDEO PLATFORM ENGINEER
COMPENSATION (BASE + EQUITY):
Salary is location-dependent:
United States: $170k–$200k USD
Rest of World: $95k–$150k USD, depending on location and experience
We use location-based salary ranges aligned to local markets and offer meaningful equity upside across all regions.
THE PITCH
We're building the video and rendering platform that powers Slate's collaborative video editor. Our systems handle everything from real-time preview rendering to final export encoding, running sophisticated pipelines across web browsers, iOS devices, and native runtimes through WebAssembly.
This role sits at the intersection of systems programming, graphics rendering, and cross-platform development. You'll work on FFmpeg integrations, WebAssembly compilation pipelines, a Skia-based rendering engine, and iOS native integrations. If you're excited about building the full stack of video and graphics infrastructure across web and native platforms, this is your opportunity.
WHAT YOU'LL ACTUALLY DO
BUILD THE VIDEO PROCESSING ENGINE
Design and implement encoding, decoding, and transcoding workflows that handle diverse video formats efficiently. You'll work extensively with FFmpeg for video processing operations, optimize builds for size and performance, and troubleshoot codec-specific issues across web and native platforms.
DEVELOP THE CROSS-PLATFORM RENDERING ENGINE
Work on our Skia-based rendering engine that runs across browsers and native runtimes. You'll build and optimize graphics pipelines using WebGPU, Metal, and WebGL, targeting both WASM builds and arm64 native platforms.
PUSH THE BOUNDARIES OF BROWSER-BASED VIDEO
Develop and maintain our WebAssembly infrastructure by compiling C/C++ codebases using Emscripten, optimizing for browser execution, and managing memory constraints. You'll leverage the WebCodecs API for hardware-accelerated encoding/decoding where available, with smart fallback handling.
INTEGRATE ACROSS PLATFORMS
Build and maintain our iOS integrations using Swift, ensuring video and rendering capabilities work seamlessly on mobile. You'll also integrate TypeScript APIs into our Angular web application to surface platform capabilities to users.
OBSESS OVER PERFORMANCE AND RELIABILITY
Profile and optimize video and rendering workloads, reduce processing latency, minimize memory footprint, and improve throughput across our pipeline. Build observability into our systems to understand real-world performance and debug issues across the full stack.
WORK WITH PEOPLE WHO CARE ABOUT CRAFT
Collaborate closely with editor engineers to integrate video and rendering capabilities into the user-facing product. We value clear communication, thoughtful problem-solving, and code that will be maintainable in two years.
YOU'D BE A GREAT FIT IF...
YOU'RE STRONG ACROSS MULTIPLE DIMENSIONS:
We're looking for engineers with depth in at least two of these areas:
- C++ and rendering: Experience with graphics engines, Skia, or GPU programming (WebGPU, Metal, WebGL)
- C++ and video processing: Deep FFmpeg knowledge, codec expertise, real-time video pipelines
- TypeScript and web platform: WebCodecs, WebAssembly integration, Angular or similar frameworks
- Swift and iOS: Native iOS development, platform integration, media frameworks
The ideal candidate combines C++ systems experience with either web platform knowledge (our current highest priority) or iOS integration skills. Exceptional candidates with pure C++ depth across both video processing and rendering will also thrive here.
YOU HAVE THE EXPERIENCE:
- 5+ years of professional programming experience
- Strong proficiency in C or C++, with additional depth in TypeScript or Swift
- Experience with video processing (FFmpeg, GStreamer, libav) or graphics rendering (Skia, OpenGL, Metal)
- Working knowledge of video codecs (H.264, H.265, VP9, AV1) and container formats
- Unde ... (truncated, view full listing at source)
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