
Senior Asset Pipeline Engineer, Sim-Ready Content
Posted 17 hours ago

Posted 17 hours ago
This is a fully remote position, open to applicants in France.
• Construct and uphold the complete asset pipeline, from ingestion to validated output.
• Create agent-driven nodes that produce input content and make decisions within the graph, ensuring structured outputs, guardrails, and fallbacks.
• Design automated processing stages for tasks such as mesh repair, retopology, decimation, LODs, UV unwrapping, texel density normalization, and collision proxy generation.
• Derive physical attributes including mass, inertia, contact parameters, and articulation configuration.
• Transform materials to PBR, process textures, bake assets, and manage color to ensure accurate rendering in Nyx.
• Establish and uphold asset standards concerning units, orientation, pivots, naming conventions, and provenance.
• Develop validators that reject non-compliant assets prior to their entry into the library.
• Scale the pipeline for extensive batch runs utilizing caching, versioning, and selective reprocessing techniques.
• Construct physics stability harnesses, conduct render smoke tests, automate evaluation of generated content, and perform reprocessing comparisons.
• Collaborate with rendering, physics, research, and various stakeholders to define sim-ready requirements.
• Take ownership of the technical design and implementation while questioning plans as necessary.
• Minimum 5 years of experience in building content or asset pipelines within the realms of games, VFX, simulation, or 3D tooling, with a proven track record of pipeline ownership in production.
• Extensive knowledge of 3D asset formats such as USD, glTF, FBX, OBJ, URDF, and MJCF.
• Proficient in Python and C++ programming, particularly where fast processing is essential.
• Hands-on expertise in mesh processing, including remeshing, decimation, UV generation, repair operations, and convex decomposition.
• Strong understanding of PBR material authoring, texture baking, and color spaces.
• Experience in executing DCC tools in a headless manner, including Blender, Houdini, and Maya.
• Familiarity with building batch or distributed job systems.
• Practical experience in integrating LLM or agent calls into production systems, including aspects like prompting, tool usage, structured output, cost and latency management, and handling non-determinism.
• Knowledge of visual versus collision geometry, mass properties, contact behavior, and numerical stability within simulators.
• Experience with processing generative or reconstruction-based 3D outputs and their automatic evaluation (preferred).
• Familiarity with agent frameworks, orchestration, and evaluation tools (preferred).
• Experience with OpenUSD at scale, including composition, layering, and MaterialX (preferred).
• Involvement in semantic annotation and dataset curation at scale (preferred).
• Exposure to simulation stacks such as MuJoCo or Isaac Sim (preferred).
• Competitive salary and performance-based bonuses.
• Flexible working hours and remote work opportunities.
• Comprehensive health and wellness benefits.
• Opportunities for professional development and continued education.
• Collaborative and inclusive work environment.
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