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Senior Software Engineer - SDK and Visualization Engines

TomTom · Amsterdam, The Netherlands

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Map Visualization builds the technology that turns map data into what people actually see

  • satellite imagery, buildings, roads, and live map content
  • across mobile devices and in-car systems. The Visualization Engines team owns the rendering engines behind it: a Unity-based 3D map renderer and an in-house C++ rendering engine, both shipping to phones and to automotive customers. We are looking for an engineer to strengthen our rendering and computer graphics expertise while staying comfortable contributing to the mobile SDK layer around it. What you will do Design technical solutions to complex problems at scale: large map scenes, tight frame budgets, constrained mobile and automotive hardware. Work across the rendering stack: from the C# and mobile APIs our SDK consumers use down to the graphics pipeline and shader-level work. Take ownership of your area and lead changes within the team. Build iteratively using agile methods. Work with AI as a standard part of engineering practice
  • we use it heavily and expect you to. What you will need A Bachelor's degree in Computer Science or a related field, and 3+ years of equivalent experience in at least one modern programming language. Strong C++ or C# or Kotlin or Swift
  • we expect you are genuinely productive in at least one of them. Comfortable contributing to the mobile SDK layer Knowledge and practice of professional software engineering across the full development lifecycle: coding standards, code reviews, source control, build processes, testing, and operations. Comfortable communicating in English, written and spoken. One of these two profiles is you Beyond the essentials above, we need one of these two backgrounds. We are deliberately flexible about which: we will trade depth in one area for the appetite to grow in the other, so you need one profile, not both. Profile A (the mobile engineer). You are a strong Android and/or iOS engineer, and you want to move toward rendering and computer graphics. Profile B (the graphics engineer). You work in computer graphics, rendering engines, or visualization, and you are interested in learning mobile platform development. Nice to have Unity engine and/or APIs: Vulkan, OpenGL, ... Shader authoring and graphics pipeline optimization. Kotlin and/or Swift
  • both are in use in our SDK and demo applications. Automotive software. Working with large geospatial or other large-scale datasets. What you get You learn AI while doing your actual job: We use AI heavily in day-to-day engineering, and you get access to current frontier models. Working here means building that skill on real production work
  • paid, in working hours, not as a side project after them. A stack that is broad and you can move around inside it: Rendering and graphics engineering, mobile development on both Android and iOS, automotive software, cloud-connected visualization systems. The point is not just that all of it exists here but that moving from one to another is normal and easy. Whichever profile you come from, the expectation is that over time you pick up the other side too, alongside colleagues already working in it. Work that really uses what you know: Rendering maps at scale, finding performance inside a frame budget, processing large volumes of geospatial data, delivering it on mobile and automotive hardware. It is the kind of engineering where your existing knowledge is in play and there is a steady supply of challenging problems worth thinking about. Work you can point at: What you build becomes visible as beautiful maps used by end users and by our automotive customers. Interested but not sure you tick every box? Apply anyway
  • good motivation carries lot of weight here.