Fall 2026

Software Engineer Intern

Chip Design Tools

Posted on 7/21/2026

Fab2

Fab2

Compensation Overview

$54.81 - $63.46/hr

+ Housing Stipend

H1B Sponsorship Available

San Francisco, CA, USA

In Person

On-site in San Francisco, CA; visa sponsorship available.

Category
Electrical Engineering (1)
Hardware Engineering (1)
Required Skills
Rust
C/C++
Requirements
  • Strong Rust, or serious C++/systems experience and the obvious curiosity to go deep in Rust.
  • Solid systems fundamentals: memory, performance, concurrency. You profile before you optimize. You've taken something slow and made it fast, and you can tell us about why it was slow.
  • A track record of non-trivial software you built from scratch and can walk us through end to end. The weird side project, engine, or tool you wrote because the existing one annoyed you.
Responsibilities
  • Deeply interactive, low-latency editing tools: drag a wire and watch it auto-route, place a block, measure, annotate, catch mistakes the instant they happen. Careful handling, some algorithms and computational geometry. We need to constantly fight to keep the tools simple.
  • A document model that can be diffed and merged like source code and at the same time real-time collaborative. This is the foundation everything else sits on.
  • The sync engine streaming edits between clients, so chip designers can work together without sending files back and forth. More like a game server than CRUD: eventual consistency, high bandwidth streaming, correctness. Whether the wire format decodes to owned data or stays zero-copy so it holds up when the design is very large is a decision you own.
  • A GPU canvas that renders millions of polygons and stays smooth: spatial indexing, culling, level of detail, all in one Rust code path for web and native.
  • Simulation you can feel: waveforms that stream onto the screen as the solver produces them, with an interactive tier that answers in milliseconds while heavier analysis runs behind it.
  • There is also plenty nearby as the application grows: a plugin system built on sandboxed WebAssembly components, a scripting API where a script is the same first-class client as the mouse, and integrations that send finished designs to the fab.
Desired Qualifications
  • A game, engine, or real-time background: ECS, scene graphs, spatial indexing, physics engines, frame budgets, GUI, low-latency input.
  • Some EE, analog and digital. You don't need to be a chip designer.
  • Time lived inside deep, serious software, and opinions about it: Blender, Ableton, KiCad, CAD tools, DAWs, game engines.
  • Distributed or real-time systems: write-ahead logs, event sourcing, replication, CRDTs, OT, websockets. Data pipelines.
  • Geometry, graph, and routing algorithms; spatial data structures; optimization.
  • Familiarity with schema evolution and serialization formats like Protobuf, Flatbuffers, Cap’n Proto.
  • Graphics and visualization: turning big, complex datasets into something legible, fast, and even beautiful on screen. Custom rendering, shaders, GPU pipelines (WebGPU, Vulkan, OpenGL).
  • An interest in version control, not just using Git but how it works underneath.

Company Size

N/A

Company Stage

N/A

Total Funding

N/A

Headquarters

N/A

Founded

N/A