Our flagship product, Genesis World, is a unified multi-physics simulation engine paired with Nyx, our in-house GPU-accelerated, path-traced photorealistic renderer.
Together they provide a platform for training robotics and embodied AI at scale; letting teams simulate complex physical worlds with high fidelity and speed, from a laptop to datacenter-grade GPUs, and close the gap between simulation and the real world.
About the RoleA simulator is only as useful as the content that runs inside it.
Training embodied agents at scale means large volumes of assets that are simultaneously physically valid and visually convincing and that is a pipeline problem before it is an art problem.
We're hiring a Senior Engineer to build the path from raw input to sim-ready asset: geometry from a range of sources going in; clean meshes, correct collision proxies, plausible physical properties, materials that hold up under a path tracer, and reliable metadata coming out.
The bar is throughput and repeatability.
An asset that needs a human pass to be usable doesn't scale, so the pipeline has to make good decisions on its own and flag the cases where it can't.
Part of that autonomy comes from agents embedded in the graph itself.
Nodes can call models to produce input content, drive generation, pick parameters, interpret a mesh before deciding how to treat it, or judge whether a result is acceptable.
Making that reliable is its own engineering problem: agents are non-deterministic, they fail in ways a mesh operator doesn't, and they need guardrails, structured outputs, retries and verification around them.
You'll be building that as a first-class part of the pipeline rather than bolting it on.
You'll work closely with the stakeholders, who set direction and priorities.
You own the technical design and the implementation and you're expected to bring enough pipeline experience.