WebAR Game Developer (Three.js + MindAR.js)
Overview
Overview
We’re building a lightweight WebAR racing mini-game that runs in mobile Safari (landscape). Players will control a 3D open-wheel car driving around a “floor” play area (implemented via marker-based AR anchoring using MindAR image tracking or similar). MindAR is a web AR library focused on image and face tracking with three.js support, built in JavaScript and leveraging GPU/WebWorkers for performance. - also open to other AR package implementations.
Full time
1 month contract (extendable)
Key responsibilities
Build a WebAR experience using MindAR (image tracking) anchored to a printed marker/target, with a stable “floor plane” play area.
Implement car controls for touch (landscape) - steering + throttle/brake (virtual joystick or on-screen controls).
Integrate and optimise 3D car assets (GLB/glTF), including scale, materials, textures, and draw-call/triangle budgets for iPhone performance. glTF is designed for efficient transmission/loading and reduced runtime processing.
Implement basic gameplay loop: track bounds, checkpoints/laps/timer, reset, simple collision constraints (MVP level).
Ensure compatibility and performance on iOS Safari (camera permissions, responsive layout, orientation handling, memory constraints).
Package and deploy (static hosting, HTTPS), plus basic QA and bug-fixing across target devices.
Required experience
Strong JavaScript (TypeScript preferred) and modern frontend build tooling (Vite/Webpack, npm).
Solid three.js experience - scene setup, render loop, cameras, animation, input handling.
Proven experience with WebAR on the web, ideally MindAR (three.js integration) and the realities of marker-based tracking.
Experience working with glTF/GLB pipelines and mobile optimisation (mesh/texture optimisation, LOD thinking, performance profiling).
Comfortable building touch-first controls (virtual joystick, gesture input) and smoothing motion for a game feel.
Practical understanding of platform constraints - notably that WebXR Device API is not available on iOS Safari, so “markerless hit-test floor placement” is not a given in-browser.
Nice to have
Experience with MindAR internals (TensorFlow.js-based CV stack) and performance tuning.
Physics libraries (cannon-es / ammo.js) for more realistic handling.
Experience with other WebAR stacks (AR.js, 8th Wall, custom pipelines) and knowing when to recommend them.
Basic 3D tooling skills (Blender) for quick asset fixes and export settings.
Experience shipping camera-heavy web apps with analytics/error reporting.
Tech stack (expected)
MindAR.js (image tracking) + three.js + WebGL
glTF/GLB assets
TypeScript (preferred), Vite/Webpack, npm
Optional: joystick/control helper lib
What success looks like (MVP)
Opens quickly, requests camera permission cleanly, runs smoothly on iOS Safari in landscape
Stable marker tracking and believable “floor” movement
Responsive controls and a simple race loop (timer + laps/checkpoints)
Required skills
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