MABASA / LINKEDIN
iOS UI/UX Engineer (Motion + Animation)
PTR Global
- Location
- Cupertino, CA
- Work type
- contract
- Source publication date
- Original publication date not confirmed
- Source closing date
- Not supplied — check original advert
Job description from the source
**Job Title: Design Engineer IV – (UI/UX Engineer, iOS)** **Location: Culver City or Cupertino, CA** **Work Setup: Hybrid (03 days onsite – T\-W\-Th)** **Pay Rate: $85/hour \- $100/hour** **Duration: 12 months** **Years of Experience and Level: Level IV (10\+ years)** **Job Description** We are seeking a UI/UX Engineer to build consumer software experiences for Platforms. The ideal candidate lives at the intersection of design and engineering — someone who can take an interaction concept and ship it with the polish, timing, and performance of a first\-party experience. You are a brilliant problem solver, quick study, self\-starter, and excellent communicator with a passion for great design and the technical ability to realize it. From brainstorming through implementation, the UI/UX Engineer will work with members of the Product \& Design team as well as our engineering, marketing, and QA groups. We are looking for someone ready to take software design to the next level by writing the code that makes it real. **Key Qualifications** * At least 10 years building production iOS interfaces, with strong command of both SwiftUI and UIKit — including interoperability between them in a mature codebase * Expert\-level command of animation and gesture APIs across both frameworks: with Animation, custom Animatable conformances, matched Geometry Effect, and transitions in SwiftUI; UIView Property Animator, CADisplayLink, custom transition controllers, and gesture recognizers in UIKit * Fluency with spring and physics\-based motion, interruptible animations, and gesture\-driven interactions that track the finger * Strong design sensibility — able to work from Figma comps or ambiguous direction and make sound judgment calls on spacing, typography, easing, and hierarchy * Fluent in prototyping to validate feel quickly, whether in Xcode, Figma, or throwaway code * Comfortable with AI\-assisted and “vibe coding” workflows to move from idea to working prototype fast * Deep grasp of the Human Interface Guidelines and platform motion conventions * Performance instincts: profiling with Instruments, hitting frame budgets, understanding rendering and layout cost * Excellent project management instincts, able to set and hit deadlines across multiple concurrent projects * A portfolio or set of shipped apps demonstrating interaction and animation work you built yourself **Description** * Design and implement UI and motion for new features, screens, and interactions across our apps * Partner with product designers to turn static concepts into working, interactive experiences — often closing the loop yourself rather than handing off a spec * Build and maintain shared component and motion libraries so polish scales consistently across the product * Prototype interaction ideas in code to validate feel before committing to full engineering investment * Own the last 10% — the transitions, haptics, edge cases, and accessibility behavior that separate good from exceptional * Balance creative ambition with technical constraints: performance, platform guidelines, device capabilities, and accessibility * Collaborate with feature engineering teams on architecture and integration, and communicate clearly on scope, timelines, and trade\-offs **Nice to Have** * Metal or shader experience for custom rendering and visual effects * 3D and RealityKit experience, including visionOS * Core Animation and Core Graphics depth for bespoke rendering work * Motion graphics background (After Effects, Cinema 4D, or similar) * Accessibility engineering experience — Dynamic Type, VoiceOver, Reduce Motion
Check the original advert before applying
Apply through the employer or original publisher. An external site may require registration. Opening an advert does not submit an application.
Content is supplied by an external publisher and may change. For source and availability limits, read our listing disclaimer. How to check an original listing ↗