genesis - Senior Asset Pipeline Engineer, Sim-Ready Content
Requirements
• 5+ years building content or asset pipelines in games, VFX, simulation, or 3D tooling, with ownership of a pipeline in production • Deep knowledge of 3D asset formats and their quirks: USD, glTF, FBX, OBJ, plus physics description formats such as URDF or MJCF • Strong Python and C++ where processing needs to be fast • Hands-on mesh processing expertise: remeshing, decimation, UV generation, repair operations, convex decomposition, and a clear sense of how each one fails • Solid command of PBR material authoring, texture baking and color spaces • Experience driving DCC tools headlessly (Blender, Houdini, Maya) and building batch or distributed job systems around them • Practical experience putting LLM or agent calls into production systems: prompting, tool use, structured output, cost and latency control, and handling non-determinism • Understanding of what makes an asset physically valid in a simulator: visual versus collision geometry, mass properties, contact behavior, numerical stability • Judgment about quality bars, including when an asset is good enough and when it isn't • Experience processing output from generative or reconstruction-based 3D sources, and evaluating that output automatically • Agent frameworks, orchestration and eval tooling applied to content generation • OpenUSD at scale: composition, layering, MaterialX • Semantic annotation and dataset curation at volume • Exposure to simulation stacks such as MuJoCo, Isaac Sim or similar
Responsibilities
• Build and maintain the end-to-end asset pipeline, from ingestion through to validated output • Design agent-driven nodes that generate input content and make decisions inside the graph, with the structured outputs, guardrails and fallbacks that make them dependable in batch • Develop automated processing stages: mesh repair, retopology, decimation and LODs, UV unwrapping and texel density normalization, collision proxy generation • Derive physical properties so assets behave correctly in simulation: mass, inertia, contact parameters, articulation setup • Handle appearance: material conversion to PBR, texture processing, baking, and color management so assets render correctly in Nyx • Define and enforce asset standards (units, orientation, pivots, naming, provenance) and build the validators that reject noncompliant assets before they reach the library • Scale the pipeline to large batch runs, with caching, versioning and selective reprocessing when a stage changes • Build quality checks into the pipeline itself: physics stability harnesses, render smoke tests, automated evaluation of generated content, comparison on reprocessed assets • Work with the rendering, physics and research teams on what sim-ready needs to mean for each downstream use
Benefits
• What are your most significant accomplishments?
Apply in one click
Upload My Resume
Drop here or click to browse · Tap to choose · PDF, DOCX, DOC, RTF, TXT