Director of Engineering, Vr Human Interfaces

Meta Meta · Big Tech · Burlingame, CA +1

Director of Engineering to lead VR Human Interfaces organization, defining vision and driving execution for the end-to-end human interface layer in VR, spanning input modalities and core system UX behaviors. Manages and grows multiple high-performing teams, partners closely with Product, Design, and Research, and ensures the VR system is intuitive, responsive, and coherent.

What you'd actually do

  1. Lead and scale the VR Human Interfaces engineering organization, including managing managers, hiring senior talent, and developing leaders
  2. Define and execute a multi-year product and technical strategy for VR input and core system UX, balancing usability, performance, quality, and road map priorities
  3. Own the engineering outcomes for input modalities, including hand tracking, controller interaction models, voice input, gaze/pinch input, and multimodal arbitration/coexistence
  4. Own the engineering outcomes for core system UX behaviors and frameworks, including navigation patterns, system affordances, NUX, and multitasking/windowing interaction behaviors (human-facing layer)
  5. Drive cross-functional alignment with Product, Design, and Research to translate user needs into clear platform behaviors, interaction patterns, and measurable success criteria

Skills

Required

  • software engineering
  • engineering leadership
  • managing managers
  • leading multiple teams
  • human interface
  • interaction systems
  • input/UX platforms
  • multimodal input
  • system UX frameworks
  • interaction models
  • product and technical strategy
  • cross-functional leadership
  • Product
  • Design
  • Research
  • organization building
  • scaling organizations
  • performance management
  • succession planning
  • architecture decisions
  • end-to-end systems
  • performance
  • reliability
  • quality
  • privacy
  • security
  • instrumentation
  • operational rigor
  • launch readiness
  • incident management
  • escalation management
  • VR/AR/MR interaction systems
  • hand tracking
  • gaze/eye input
  • voice input
  • controller interaction models
  • system-level UX frameworks
  • cross-organizational programs
  • device/software integration
  • dependency management
  • systems-level vision
  • modality integration

Nice to have

  • AI tools into engineering workflows
  • responsible AI practices
  • real-time interactive systems
  • HCI
  • input systems
  • immersive UX

What the JD emphasized

  • 15+ years of software engineering experience building and shipping consumer products and/or platforms at scale
  • 8+ years of engineering leadership experience, including managing managers and leading multiple teams
  • Proven experience leading and shipping human interface, interaction systems, or input/UX platforms at scale (e.g., multimodal input, system UX frameworks, interaction models)
  • Demonstrated ability to set and drive product and technical strategy for a complex org (multi-year vision, roadmap, investment choices, and trade-offs)
  • Strong cross-functional leadership across Engineering, Product, Design, and Research, including building alignment with senior stakeholders
  • Track record of building, scaling, and developing organizations (hiring senior leaders, performance management, succession planning, culture)
  • Experience guiding architecture decisions across end-to-end systems with emphasis on performance, reliability, quality, privacy/security, and instrumentation
  • Experience driving execution with high operational rigor across high-visibility releases (planning, prioritization, launch readiness, incident/escalation management)
  • Experience leading engineering for VR/AR/MR interaction systems (e.g., hand tracking, gaze/eye input, voice, controller interaction models) and/or system-level UX frameworks
  • Experience delivering complex, cross-organizational programs involving device/software integration and high dependency management
  • Demonstrated ability to hold a coherent, systems-level vision across modalities (making hand, voice, gaze, and controllers work together—not just independently)