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PhD Intern, Software Engineer Graphics (2027)

Figma

NEW YORK, NYFull-timeSeen 1w agoSeen in employer's feed 2 days ago

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At a glance

Compensation
No compensation found
Location
NEW YORK, NY
Role Type
Internship
Schedule
Full-time
Work Authorization
Not specified

Olive lists jobs from US employers, including remote roles you can work from the United States.

Job overview

Figma’s Rendering & Animation team builds the graphics engine behind its applications. The PhD intern will own a high-impact project addressing graphics, rendering, or media challenges, working with an intern manager, team leads, and partner teams. The 12- or 16-week internship is based at a U.S. hub in San Francisco or New York and starts in May or June 2027.

Skills & qualifications

RequiredNice to have

Skills

OpenGLWebGLWebGPUVulkanMetalGLSLWGSLLow-Level Graphics APIsC++RustProblem-SolvingResearchComputer GraphicsWebAssemblyWeb Graphics2D GraphicsPerformance OptimizationAnimationGeometryMedia ProcessingAI Coding ToolsCommunicationCross-Functional Collaboration

Qualifications

PhD in Computer Graphics, Media Processing, or Related Field4th or 5th Year PhD StudentAcademic or Applied Research ExperienceSIGGRAPH, Eurographics, High Performance Graphics, NVIDIA GTC, or Pacific Graphics PublicationsRelated Industry Experience

Full job description

Figma is growing our team of passionate creatives and builders on a mission to make design accessible to all. Figmas platform helps teams bring ideas to lifewhether you're brainstorming, creating a prototype, translating designs into code, or iterating with AI. From idea to product, Figma empowers teams to streamline workflows, move faster, and work together in real time from anywhere in the world. If you're excited to shape the future of design and collaboration, join us!The Rendering & Animation team (R&A) builds the graphics engine which renders the canvas for all Figma applications. Our mission is to make rendering performant, feature-rich, reliable, maintainable and extendible across all products & surfaces. The team plays a core, bedrock role for the company because it underpins the technology driving the user experience, touching many other teams, and as such is one of the most impactful areas of Figma. The R&A team is devoted to hiring individuals with graphics expertise. We are interested in a variety of sub-domains, including 2D GPU-driven rendering, computational geometry & vector graphics, animation frameworks, anti-aliasing algorithms, shader effects, and more recently branching into video/image processing. A PhD Intern specializing in any of these areas would be a phenomenal fit for the team with a lot of exciting projects available. As an intern on our team, you'll take ownership of a high-impact project at the intersection of your technical strengths and our most pressing graphics, rendering, or media challenges. You'll work closely with your intern manager, team leads, and collaborators across 12 partner teams to deliver tangible results within your internship. This is an opportunity to do significant, portfolio-worthy work that directly supplies Figma's visual platform. This is a 12 or 16-week internship role that can be held from one of our US hubs (San Francisco or New York) starting in May or June of 2027. What you'll do at Figma: Learn from industry graphics engineers and participate as an embedded team member of the Rendering & Animation team Collaborate with engineers, PMs, designers, and researchers to scope and execute your work Develop, validate, and document solutions from prototypes to production-ready systems Drive projects that apply research insights to meaningful product challenges Contribute to exciting domain areas; some examples: crafting and optimizing shaders for sophisticated effects, investigating improvements to anti-aliasing algorithms, improving media processing capabilities, animating spline interpolation, and more! We'd love to hear from you if you have: Current enrollment as a 4th or 5th year senior PhD student pursuing a PhD in Computer Graphics, Media Processing, or a related field Experience working with OpenGL, WebGL, WebGPU, Vulkan or Metal and their respective shader languages (GLSL, WGSL) or other low-level graphics APIs Proficiency in either C++ or Rust A track record of rigorous problem-solving through academic or applied research, with experience thinking holistically about use cases and the low-level technology required While it's not required, it's an added plus if you also have: Demonstrated expertise in computer graphics, supported by publications at conferences such as SIGGRAPH, Eurographics, High Performance Graphics, NVIDIA GTC, or Pacific Graphics Proficiency in WebAssembly, web graphics, 2D graphics, performance optimization, animation, geometry, or media Interest in art and design applications Experience using AI tools (e.g., GitHub Copilot, ChatGPT, Claude) to write, debug, and optimize code Related industry experience via a past internship or full-time role Strong communication and interpersonal skills, with demonstrated experience collaborating across functions At Figma, one of our values is Grow as you go. We believe in hiring smart, curious people who are excited to learn and develop their skills. If youre excited about this role bu your past experie

How this job compares

Set against the 41,347 open Software Engineer jobs on Olive Jobs, counted October 30, 2026.

Pay
  • This postingNot listed
  • New York median$158–225K/yr2,376 salary ranges
  • New York median$45–55/hr69 hourly ranges
Openings
Olive Jobs lists 3,069 open Software Engineer jobs in New York and 41,347 across the US. 7% of them nationwide are listed as remote or flexible.
Hiring the most in New York
Experience
Software Engineer postings that state a minimum ask for 5 years of experience at the median; the middle half ask for 3 to 7 years (33,522 postings).
Education
15,306 of the 41,347 open Software Engineer jobs (37%) ask for a bachelor's degree or higher.

Counted across the open, public US postings on Olive Jobs on October 30, 2026. Pay medians are the middle values of the low ends and of the high ends of postings that list both ends of a range in the same cadence (a yearly salary or an hourly rate); a range's midpoint is halfway between its ends. Pay and experience figures resting on fewer than 20 postings are left out.

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