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Antioch

Senior Technical Artist

New York City (in-person), San Francisco (in-person), or New Zealand (remote)Remote · New Zealand
Senior · FullTime · Technical Art
POSTED 28 SEPTVERIFIED 9H AGO
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Role
42 days opentrue age
Posted 28 Sept
Pay
$135k–$198kno pay posted
Market p25–p75
$135k–$198k
SF Bay Area · n=513 · 365d to 6 Nov
CompanyAntioch →
10open roles
Opened · 30d
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Closed · 30d
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28,596open · Senior Other
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All tracked boards · live 10 Nov · n=28,596
Python

Who are we?

Antioch is the agentic simulation platform for robotics and autonomy. We enable teams to design, train, and test their physical systems in high-fidelity cloud simulation, accelerated by 3D-native agents.

With Antioch, teams create precision-calibrated digital twins, generate testing environments, and run massively parallel simulation scenarios. By moving development out of the field and into software, Antioch drastically reduces dependence on expensive, slow, and incomplete real-world testing.

We work with leading robotics, autonomy, and perception teams to make the deployment of physical autonomous systems safer, faster, and more cost-effective.

Who are we looking for?

We are hiring Technical Artists (USD / Omniverse / Isaac Sim) to develop our sim-ready asset pipeline, building content and pipeline tools that help make our simulation high-fidelity, performant, and reusable.

You'll work across procedural and hand-crafted environment design, character animation pipelines, real-time visual FX, and physics systems (Newton, PhysX) to solve real-world problems.

This is an early, high-ownership builder role. Your work at Antioch will be used by some of the world’s foremost Physical AI teams—companies transforming manufacturing, logistics, construction, safety, and more.

If you like the 0 → 1 grind and want your work to directly determine whether autonomous systems succeed in the real world, you’ll fit right in.

What you’ll do

Tooling: Design and build Python tools that enhance our sim-ready USD asset pipeline. This is a wide-reaching generalist role involving multiple facets of production, such as:

Procedural environment creation

Character animation processing

Guassian splat tooling

CAD-to-realtime pipelines

Robotic asset configuration

Custom MDL shader design

Real-time dynamic FX creation

R&D: Research and implement bleeding-edge asset creation and processing solutions, with a focus on simulation-readiness, configured for accurate physics and sensor-ready materials across camera + radar + lidar + infrared simulation domains.

World Building: Create high quality environments built from a variety of sources, from customer-provided to internally designed or asset-store sourced. Partner directly with customers and internal sim engineers to create the environments, assets, and systems to simulate frontier autonomous solutions.

Customer Engagement: You’ll be a key representative of Antioch in customer conversations, site visits, and more, playing a core role in how we build.

This is a development-heavy role, but with an eye for artistry. We aim to be the best solution on the market, with the strongest capabilities and highest visual fidelity across the board.

You'll work alongside Antioch’s founders, other technical artists producing simulation assets and pipeline tools, and software engineers building cloud and orchestration infrastructure.

What we’re looking for (baseline requirements)

You don't need every box checked. We're looking for strength in most of these:

Strong portfolio demonstrating procedural thinking and custom tooling for real-time game engine or VFX pipelines, with a 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.

A 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.

You may be a great fit if…

You’re a high-agency builder: you don’t wait to be told what to do, you go figure it out

You give a shit — you care deeply about what you ship and reflexively take accountability

Source · AntiochFirst seen 4 NovOriginal ↗