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Antioch is an agentic simulation platform for robotics and autonomy. The company enables teams to design, train, and test physical systems in high-fidelity cloud simulation, accelerated by 3D-native agents. You'll join as a Senior Technical Artist to develop the sim-ready asset pipeline, building content and pipeline tools that make simulation high-fidelity, performant, and reusable.
In this early-stage, high-ownership role, you'll work across procedural and hand-crafted environment design, character animation pipelines, real-time visual FX, and physics systems (Newton, PhysX). Your responsibilities include:
- Tooling: Design and build Python tools for the USD asset pipeline, including procedural environment creation, character animation processing, Gaussian splat tooling, CAD-to-realtime pipelines, robotic asset configuration, custom MDL shader design, and real-time dynamic FX creation.
- R&D: Research and implement cutting-edge asset creation and processing solutions focused on simulation-readiness, configured for accurate physics and sensor-ready materials across camera, radar, lidar, and infrared simulation domains.
- World Building: Create high-quality environments from various sources (customer-provided, internally designed, or asset-store sourced). Partner directly with customers and internal sim engineers to build environments, assets, and systems for frontier autonomous solutions.
- Customer Engagement: Serve as a key Antioch representative in customer conversations, site visits, and strategic discussions, playing a core role in product development.
Your work will be used by leading robotics and autonomy teams transforming manufacturing, logistics, construction, and safety. This is a development-heavy role with an eye for artistry, working alongside founders, other technical artists, and software engineers building cloud and orchestration infrastructure.
REQUIREMENTS:
- Strong portfolio demonstrating procedural thinking and custom tooling for real-time game engine or VFX pipelines, with preference for Python
- Deep knowledge of PBR materials and custom shader design, with significant experience in MDL, MaterialX, or Unreal Engine shader networks
- Experience building tools for procedural scene creation, with expertise in Unreal Engine PCG, Houdini, or Blender's Geometry Nodes
- Expertise in Gaussian splatting and generative 3D modelling approaches
- Track record of shipping production-ready capabilities, not just prototypes
NICE-TO-HAVES:
- Direct experience with NVIDIA Omniverse and/or Isaac Sim
- Deep knowledge of USD pipelines
- Experience with NVIDIA's Newton or Warp libraries
- Prior work on synthetic data generation, simulation, robotics, or autonomy
- Experience with Metahuman pipelines and procedural character animation