Rust Software Engineering Intern, Chip Design Tools - Winter
Fab2 · Austin
About this role
## About fab2 The fab2 team can build anything. We design the hardware and software needed to make chips—and we also make the fabs, tools, and components ourselves. We’re looking for exceptional, hands-on people who can iterate to the limits of what’s possible. ## About the Team We’re building the software that silicon chip designers should have had 20 years ago. Designing a chip today means stitching together a pile of desktop software—much of it decades old. We respect those tools, but we see enormous room to do better. **Studio** is a fast, browser-based, multiplayer platform for designing and assembling whole chips—**schematic capture, physical layout, and simulation in one place, end to end**. Studio is one half of a bigger idea at fab2: **making chips fast** by closing the feedback loop between designing a chip and fabricating it. ## About the Role (Rust Software Engineering Intern) You’ll work **fullstack, end-to-end in Rust**, building the application itself. You’ll own major features from design through shipping and touch the whole stack. ### Problems you’ll help solve - **Deeply interactive, low-latency editing tools**: drag a wire and watch it auto-route, place a block, measure, annotate, and catch mistakes instantly. - **A document model** that can be **diffed and merged like source code** while also supporting **real-time collaboration**. - **A sync engine** streaming edits between clients (game-server style): eventual consistency, high-bandwidth streaming, and correctness. - **A GPU canvas** that renders **millions of polygons** smoothly (spatial indexing, culling, level of detail) using a Rust code path for both web and native. - **Simulation you can feel**: waveforms stream onto the screen as the solver produces them, with an interactive tier for millisecond responses and heavier analysis running behind it. As the application grows, you may also work on: - A **plugin system** built on sandboxed WebAssembly components - A **scripting API** where scripts are first-class clients (like the mouse) - **Integrations** that send finished designs to the fab ## Who Does Well Here You tend to come from deep, rich applications—tools and engine programming, game level editors, DAWs, CAD tools, rendering pipelines, or software where the hard problems live in the seams between **data, rendering, and input**. You don’t need to know chip design, but you should be willing to learn. If you’ve drawn a schematic, run SPICE, or built RLC circuits, you’ll ramp faster. A **portfolio** (GitHub is fine) is required. ## Required Experience - **Strong Rust**, or serious C++/systems experience and curiosity to go deep in Rust - **Solid systems fundamentals**: memory, performance, concurrency (profile before you optimize) - A track record of **non-trivial software built from scratch**, and the ability to walk through it end to end ## Nice-to-Have - Game/engine/real-time background (ECS, scene graphs, spatial indexing, physics, GUI, low-latency input) - Some EE (analog/digital) - Experience with deep software and strong opinions (Blender, Ableton, KiCad, CAD tools, DAWs, game engines) - Distributed/real-time systems (WAL, event sourcing, replication, CRDTs, OT, websockets) - Geometry/graph/routing algorithms; spatial data structures; optimization - Familiarity with schema evolution and serialization formats (Protobuf, Flatbuffers, Cap’n Proto) - Graphics/visualization and GPU pipelines (WebGPU, Vulkan, OpenGL) - Interest in version control
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