{"id":3026934,"url":"https://alion.io/job/level-client-platform-engineer-webmobile","title":"Client Platform Engineer - Web/Mobile","company":{"id":4417780,"name":"Level","domain":"level.me","url":"https://alion.io/company/level-14","size_band":null,"is_staffing_agency":false,"employer_type":"direct","is_intermediary":false,"listed_via":null,"ats_vendor":"Ashby","truth_index":{"grade":"A","score":95,"open_postings":24,"ghost_share":0,"stale_share":0,"repost_share":0,"time_to_fill_p50_days":153,"computed_at":"2026-10-26T05:57:25Z"}},"role":"DevOps","role_family":"DevOps","seniority":"senior","employment_type":"full_time","work_mode":"on_site","remote_scope":null,"remote_scope_basis":null,"remote_working_hours":null,"hiring_geo_confidence":"structured","locations":["Austin, United States"],"countries":["US"],"hiring_countries":[],"hiring_countries_total":0,"salary":null,"salary_estimate":{"min_usd":109000,"max_usd":208000,"period":"year","method":"role_seniority_country_remote_cell","sample_n":1808},"experience_years_min":5,"visa_sponsorship":false,"relocation_package":false,"has_equity":false,"technologies":[{"name":"C#","optional":false},{"name":"C++","optional":false},{"name":"Godot","optional":false},{"name":"JavaScript","optional":false},{"name":"Kotlin","optional":false},{"name":"Linux","optional":false},{"name":"Metal","optional":false},{"name":"Objective-C","optional":false},{"name":"OpenGL","optional":false},{"name":"PIX","optional":false},{"name":"RenderDoc","optional":false},{"name":"Rust","optional":false},{"name":"Swift","optional":false},{"name":"TypeScript","optional":false},{"name":"WebAssembly","optional":false},{"name":"WebGPU","optional":false},{"name":"Windows","optional":false},{"name":"CI/CD","optional":true}],"status":"live","first_seen_at":"2026-10-21T16:45:19Z","employer_posted_date":"2026-10-21","last_verified_at":"2026-10-26T18:34:41Z","board_verified":true,"closed_at":null,"days_open":5,"trust":{"level":"ok","repost_count":null,"flags":[],"days_open":5},"description":"Level is a learning technology company dedicated to helping students build real academic and life skills with confidence and joy. We combine proven curriculum principles with world class interactive design to make meaningful practice something students want to come back to, not something they struggle through.\nWe support what teachers, schools, and parents are already doing by increasing student engagement with high quality, standards aligned practice that reinforces classroom learning. That's why we're building:\nFor students: Rewarding and motivating learning experiences that meet students where they are to build real academic proficiency.\nFor educators: Tools that fit naturally into instruction and help students stay engaged while reducing teacher workload.\nFor parents: Activities that help your kid catch up or get ahead, build confidence, and minimize homework battles, whether learning at school or at home.\nWe are committed to helping every person maximize their potential and live a life of meaning. It's a difficult problem that requires brilliant people and tremendous effort over time.\nLevel is looking for a Senior Client Platform Engineer to own how Level's Godot-based educational games ship and run on one or more target platforms. Students play on whatever device is in front of them, from a school-issued Chromebook to a family iPad to a browser tab, and you will make sure each of those experiences feels native and performs well. You'll bring deep, hands-on knowledge of the CPU, GPU, and platform-specific requirements of landing a product on your specialty platform, and you'll mentor the engineers around you as you build it.\nWhat You Will Do:\nPlatform Ownership: Own delivery of Level's games on your specialty platform(s) end to end, including build, packaging, signing, store or distribution requirements, release, and live updates\n\nPlatform Abstraction Layer: Design and maintain the shared layer that isolates game code from platform differences in windowing, input, file system access, and device services, so feature teams never write platform-specific code\n\nLifecycle Management: Handle suspend and resume, backgrounding, orientation and window changes, permissions, interruptions, and memory pressure so student progress is never lost\n\nPerformance Layer: Build device capability detection, automatic quality settings, scalability tiers, and graceful fallbacks so games run well on low-end school hardware as well as flagship devices\n\nProfile and Optimize: Use platform-native profiling tools to find CPU, GPU, memory, load-time, and battery bottlenecks, and work with graphics and gameplay engineers to fix them\n\nNative Integration: Write and maintain native plugins and bindings, such as GDExtension, JNI, Swift or Objective-C, and JavaScript interop, that connect Godot to platform services\n\nPlatform CI and Device Coverage: Automate builds, packaging, and device testing for your platform, and maintain a representative device matrix so regressions are caught before students see them\n\nTechnical Ownership: Influence technical decisions, flag platform risk early, and document platform constraints so gameplay, graphics, and product teams can plan with confidence\n\nMentorship: Actively mentor mid-level and associate engineers on platform fundamentals and good engineering practice\n\nWhere You Might Land:\nWe are hiring across several platform specializations. Apply to this role and we will route you to the track that fits your strengths. You need real depth in at least one:\niOS: Apple platform depth, including Metal and Apple GPU architecture, CPU, thermal, and memory behavior across iPhone and iPad generations, App Store requirements, and the iOS app lifecycle\n\nAndroid / Chromebook: Android and ChromeOS depth, including Vulkan and OpenGL ES across fragmented GPU vendors, device-tier variability, Play Store and Chromebook deployment, and the Android activity lifecycle\n\nWeb: Browser delivery depth, including WebGL and WebGPU, WebAssembly, download size and load time, browser and device compatibility, audio and input quirks, and sandbox constraints\n\nDesktop (Windows, macOS, Linux): Desktop depth, including windowing and input, installers and packaging, code signing and notarization, and GPU driver variability across hardware\n\nPerformance: Cross-platform performance engineering, including capability detection, automatic settings, scalability tiers, and fallback strategies across Level's full range of target devices\n\nGeneralist: Working experience across several of the above, able to move between platforms as priorities shift and to build the shared abstraction layer that ties them together\n\nQualifications\nNeed to Have:\n5+ years of professional software engineering experience, including shipped production software on at least one of iOS, Android or ChromeOS, Web, Windows, macOS, or Linux\n\nDeep, demonstrated expertise in the CPU, GPU, memory, and thermal characteristics of your specialty platform and how they shape real-time application performance\n\nStrong C++ or C# skills, plus fluency in the native languages of your specialty, such as Swift or Objective-C, Kotlin or Java, JavaScript or TypeScript, or Rust\n\nHands-on ownership of platform build, packaging, signing, and release, including store submission or distribution, for a shipped product\n\nExperience with the application lifecycle and system services of your platform, including windowing, input, file system access, permissions, and interruptions\n\nProficiency with platform profiling and debugging tools, such as Xcode Instruments, Android Studio Profiler, Perfetto, browser DevTools, PIX, or RenderDoc\n\nFamiliarity with game engine or real-time application architecture, ideally Godot or a comparable engine\n\nTrack record of mentoring mid-level engineers and influencing technical decisions on your team\n\nClear written and verbal communication, with the ability to explain platform constraints to non-specialists\n\nNice to Have:\nExperience with Godot, including custom builds, export templates, or GDExtension\n\nExperience building platform abstraction layers or cross-platform runtime frameworks\n\nExperience with device capability detection, automatic quality settings, or dynamic scalability systems\n\nExperience targeting low-end or school-issued hardware, including Chromebooks\n\nExperience with CI/CD for multi-platform builds and automated device testing\n\nShipped titles or apps on one or more app stores or web platforms\n\nInterest in educational technology and in building products that students and teachers use every day","description_format":"text","description_chars":6559,"description_truncated":false,"requirements":{"experience_years_min":5,"management_years_min":null,"team_size_min":null,"manages_managers":false,"education":null,"security_clearance":false,"languages":[]},"benefits":[],"hiring_locations":[],"hiring_excludes":[],"relocation_offered":false,"industries":[],"lifecycle":[{"event":"open","at":"2026-10-21T19:18:37Z"}],"visa":[],"liveness":{"score":90,"band":"hot","label":"Hiring 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