Note: The job is a remote job and is open to candidates in USA. Genesis AI builds a simulation platform for robotics and embodied AI, combining multi-physics simulation with photorealistic rendering. The Senior Asset Pipeline Engineer will build and own the end-to-end process for converting raw 3D inputs into validated, physically accurate, and visually convincing simulation-ready assets, including autonomous agent-driven processing, quality checks, and scalable batch workflows.
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
Skills
- 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
Benefits
- Remote work
Company Overview