Suggested rewrite: Led a cross-functional initiative that improved [business outcome] by [measurable result], demonstrating experience relevant to this role...
Contract Staff Software Engineer – Performance Graphics (C++,Rust, WebGL)
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- Remote from
- Canada
- Salary
- CAD 131,400–186,172 / yr
- Department
- Software Engineering
- Employment
- Contract
- Experience
- Senior
- Published
- Apply before
- 5 Nov 2026
- Listing views
- 28
- Application actions
- 0
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The role, at a glance.
Mozilla is seeking a contract Staff Software Engineer to maintain and improve Firefox's graphics stack across rendering, compositing, images, canvas, and WebGL. The role centers on diagnosing regressions, resolving cross-platform graphics defects, maintaining tests, and performing code reviews in a mature open-source codebase. The engineer will use strong C++ and/or Rust skills alongside GPU and graphics-framework knowledge to keep the graphics area healthy. This is a highly autonomous technical role that enables full-time engineers to focus on performance work. Experience with shaders, Android, and open-source collaboration is preferred.
Role DNA
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Pace & Pressure
4/5Autonomy Level
5/5Communication Load
4/5Salary analysis
Estimated compensation compared with the broader CA market for similar roles.
Core skills
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Sample interview questions
I would first create a minimal reproducible case and collect platform-specific diagnostics, including GPU details, driver versions, logs, and rendering captures where available. I would then bisect recent changes, compare backend or compositor behavior across platforms, and validate any fix with targeted regression tests and relevant try builds.
I start by defining ownership, lifetime, and synchronization expectations for the affected data. I use tracing, assertions, sanitizers, and deterministic stress tests where possible, then make the smallest synchronization or architectural correction that preserves throughput and verify it does not introduce deadlocks or performance regressions.
I would measure before changing code and identify whether the bottleneck is CPU submission, GPU execution, synchronization, memory allocation, texture uploads, shader compilation, or excessive draw calls. I would prioritize changes that reduce unnecessary state changes, copies, overdraw, or blocking GPU/CPU synchronization while preserving correctness across supported hardware.
I triage issues by user impact, regression status, security or stability risk, and reproducibility. For each fix, I aim to add or improve automated coverage, document non-obvious behavior, request focused review, and identify recurring patterns that warrant a broader preventative improvement.
I begin by learning project conventions, ownership boundaries, build and test workflows, and communication channels. I keep patches focused, explain tradeoffs in code reviews, respond constructively to feedback, and use transparent issue updates so maintainers can understand progress and risks.
About this role.
The role
You will take on the ongoing maintenance and engineering work in Firefox’s Graphics area (rendering, compositing, images, canvas, WebGL). You help keep the graphics code healthy.
Responsibilities
- Own day-to-day Graphics maintenance: bug fixes, regressions, test upkeep, incoming issues.
- Diagnose and fix graphics problems across platforms (Windows, macOS, Linux, Android).
- Carry code review and routine upkeep so the FTE engineers can focus on performance.
Definition of done
A healthy Graphics area, backlog and regressions kept down, with the team’s senior engineers freed to focus on performance.
Required qualifications
- Strong C++ and/or Rust.
- Knowledge of graphics frameworks and GPU architecture.
- Strong debugging and optimization in a multithreaded codebase.
- Able to work independently and lead technically in a large, mature codebase.
Preferred
- Shader languages; mobile/Android; open-source collaboration.
Hiring Ranges:
Canada Tier 1 Locations
$145,800—$186,172 CAD
Canada Tier 2 Locations
$131,400—$154,600 CAD
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