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iOS Engineer

Samply

Location

Wisconsin, United States

Salary

Not specified

Type

fulltime

Posted

Today

via linkedin

Job Description

Samply is hiring a dedicated iOS Engineer to own the consumer iPhone experience end to end. This is a hands-on role on a small team: you will make architecture decisions, ship to the App Store on a regular cadence, and work directly with product leadership on what gets built and in what order.

Audio is not a feature here; it is the product. Samply’s users are professionals listening critically to unreleased work, which means playback fidelity, session and route handling, interruptions, background behavior, and latency all have to be correct every time, on hardware you do not control. That is a meaningfully harder problem than most consumer iOS work, and it is a large part of what makes this role interesting.

You will spend as much time on how the application feels as on how it performs, the details that separate an app people keep from one they delete. This role is for someone who wants to own a surface rather than work a ticket queue. You will operate with high ownership, help set the engineering standards for the iOS codebase, and have real influence over the product itself.

Responsibilities

  • Own feature development for the iOS application end to end — from design review through App Store release.
  • Build interfaces in SwiftUI, UIKit, or a deliberate mix of the two, choosing the right framework for each surface rather than defaulting to one.
  • Implement and maintain audio functionality using Apple’s audio frameworks (AVFoundation, AVAudioEngine, and Core Audio where needed), including playback, recording, session and route handling, and background audio behavior.
  • Instrument, profile, and improve performance, battery consumption, memory use, and application size.
  • Own release mechanics: build configuration, TestFlight distribution, App Store submission, and crash and analytics triage after each release.
  • Partner with product and design on scoping — pushing back on requirements, proposing simpler paths, and flagging what will not feel right before it gets built.
  • Bring a point of view on user experience: information hierarchy, motion, accessibility, and the small interaction details that define a consumer product.
  • Help set engineering standards for the iOS codebase — testing approach, code review norms, and technical documentation — as the team grows.

Qualifications

  • 2–3\+ years building and shipping native iOS applications in Swift
  • At least one consumer-facing application shipped to the App Store, with your specific contributions clearly attributable
  • Strong working knowledge of SwiftUI, UIKit, or both
  • Hands-on experience with Apple’s audio frameworks, or comparable real-time audio work on another platform
  • A high-level command of user experience — able to evaluate and improve a design, not only implement it
  • A strong portfolio of shipped work: App Store links, code samples, or a walkthrough of what you built and the decisions behind it
  • Comfort in a startup environment: high ownership, evolving requirements, and the ability to pick up unfamiliar skills fast
  • Based in and authorized to work in the United States

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