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Open nowPosted 15 days agoWe saw it 107 min after it went up

Senior Technical Artist

Antioch8 open roles

Where
New York City (in-person), San Francisco (in-person), or New Zealand (remote)
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Your applicationOpen nowSenior Technical ArtistAntioch · New York City (in-person), San Francisco (in-person), or New Zealand (remote)
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Early applications get read.

9.0% of postings close within 7 days. Measured by our own scanner across the market.

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  2. 3.9%3 days
  3. 9.0%7 days
  4. 15.5%14 days
  5. 34.0%30 days
This job: posted 15 days ago

The posting

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

- You like the 0 → 1 environment and chose it on purpose

- You balance craft and pragmatism: you push for excellence, but ship what's needed now

- You're comfortable with uncertainty and love diving across the stack to solve a problem

- You're customer-obsessed and want the thing to work for real people

WHY ANTIOCH

- Real problems, real stakes. Our customers build physical autonomous systems that have to behave correctly in the real world, and our work directly affects whether they get there.

- High ownership. You'll own systems end-to-end rather than narrow tasks, with fast iteration and direct customer feedback.

- Team caliber. Work with a founding team who have previously built and sold companies, and worked at leading companies like Google Deepmind, Tesla Autopilot, Meta Reality Labs, and more.

- Build the company, not just the product. Early team members help define engineering culture, product direction, and how we win.

OUR HIRING PROCESS

- Application review

- Introduction call

- Project deep-dive

- Practical exercise (paid): deliver a small USDZ asset set with associated Python scripts, validated in an Omniverse-compatible workflow

- Final convo with the team

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