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Rust Software Engineering Intern, Chip Design Tools - Summer

Fab2 · Austin

onsitejunior$114,000–$131,000Posted Sep 5, 2026RustWebAssemblyWebGPUwgpuBevyAxumPostgreSQL

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About this role

## About fab2 The fab2 team can build anything. We design the hardware and software needed to make chips—and we 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—**Figma + GitHub, for silicon**. The primary goal is simple: a user should never have to install anything or leave our app to take a chip from idea to finished design. Studio includes **schematic capture, physical layout, and simulation**—all in one place, end to end. ## About the Role **Fullstack, Rust end-to-end**, working on the application itself. You’ll own major features from design through shipping and touch the whole stack. ### Problems you’ll work on - **Deeply interactive, low-latency editing tools**: drag a wire and watch it auto-route, place a block, measure, annotate, catch mistakes instantly. - **A document model** that can be **diffed and merged like source code** and also supports **real-time collaboration**. - **A sync engine** streaming edits between clients (game-server-like: eventual consistency, high-bandwidth streaming, correctness). - **A GPU canvas** that renders **millions of polygons** smoothly (spatial indexing, culling, level of detail) using a single Rust code path for web + native. - **Simulation you can feel**: waveforms stream onto the screen as the solver produces them, with an interactive tier for fast answers and heavier analysis behind it. As the application grows, there’s 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 People who do well on this team come from deep, rich applications—tools/engine programming, game level editors, DAWs, CAD tools, rendering pipelines, and software where hard problems live in the seams between **data, rendering, and input**. You don’t need to know chip design, but you must 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 + curiosity to go deep in Rust - **Solid systems fundamentals**: memory, performance, concurrency (profile before optimizing) - 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 engines, GUI, low-latency input) - Some EE (analog/digital) - Time in deep, serious software + opinions about it (Blender, Ableton, KiCad, CAD tools, DAWs, game engines) - Distributed/real-time systems (write-ahead logs, event sourcing, replication, CRDTs/OT, websockets) - Geometry/graph/routing algorithms and spatial data structures - Familiarity with serialization/schema evolution (Protobuf, Flatbuffers, Cap’n Proto) - Graphics/visualization (custom rendering, shaders, GPU pipelines: WebGPU/Vulkan/OpenGL) - Interest in version control beyond using

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