Junior UI Developer

Laminar Research · Aug 22nd 2018

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Headquarters: Columbia, SC URL: http://www.x-plane.com

We need a junior developer to come do user interface work for us.

Our main flight simulator product, X-Plane, received a ground-up redesign for the latest release. However, our aircraft designing tool, Plane Maker, is currently stuck on the old UI, and it's in desperate need of an overhaul. This would be your first major undertaking as our new UI dev. Beyond that, X-Plane itself has a "long tail" of UI improvements that we'd like to see. You could be the one to move these improvements from "The Glorious Future™" schedule into reality.

Our UI is built on a custom widget-based framework that is only now starting to reach maturity. So, while a lot of your work will involve putting together existing pieces, there will definitely be problems you can only solve by writing completely new UI components.


A qualified candidate will:

  • Have a computer science degree or equivalent real-world experience.
  • Be a quick learner. We expect most of what you need to know (beyond computer science fundamentals) to be learned on the job.
  • Have the self-discipline to work from home and set your own schedule. (It’s not for everyone.)
  • Have excellent communication skills in English.
  • Be interested in UI/UX.

Bonus points for:

  • Experience using X-Plane or Plane Maker.
  • Experience using widget-based front-end frameworks (e.g., Qt, Swing, wxWidgets, GTK+)—the specific frameworks don't matter much, since X-Plane uses a custom GUI framework internally.
  • Experience writing C++.
  • Experience writing games or doing other graphics programming.
  • Strong command of object-oriented programming & design.


As a member of our team, you would:

  • Work on stuff that matters. Real pilots fly safer because of training in X-Plane, and real aerospace organizations (like Boeing, Cessna, and NASA, to name just a few) prototype aircraft in X-Plane before they build them in the real world.
  • Work on a product that millions of people will see. You’ll get feedback from users, and that feedback will drive future development.
  • Have tremendous input on the direction of the product. Because X-Plane is an exceedingly small team, every team member has a lot of say about what we work on and how we make the product better for our users.
  • Set your own schedule. As far as we’re concerned, if you’re shipping features and fixing bugs, it’s your business when you do so.
  • Work on a 100% remote team. No commute, no cubicles, nothing to impede you from doing great work. (But the rest of the team is just a Slack call away!)
  • Work on a variety of technologies and products. At various points, you might work on X-Plane, Plane Maker, WED, the X-Plane installer, the Scenery Gateway web app, or even the X-Plane.com web site. We are not the kind of place where you get hired for one aspect of the product, and are then forbidden from touching anything else.

To apply: Send an email introduction to Tyler at hiring@x-plane.com that includes a brief overview of a project (or projects) you've enjoyed working on, discussion of projects you have not enjoyed working on, and anything else you'd like me to know about your skills & experience. I'm going to plan to respond to all candidates we want to move forward with in mid- to late-September. I'm expecting a larger volume of email than I can respond to individually, so if you don't get a response, please know that it's because I'm overwhelmed, not because I'm trying to be rude.

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