Full-Time

Simulation Environments Engineer at OpenAI

Company OpenAI
Location San Francisco
Salary Competitive salary
Posted Posted 1 days ago

Job Description

Simulation Environments Engineer

About the Team

Our Robotics team is focused on unlocking general-purpose robotics and pushing towards AGI-level intelligence in dynamic, real-world settings. Working across the entire model stack, we integrate cutting-edge hardware and software to explore a broad range of robotic form factors. We strive to seamlessly blend high-level AI capabilities with the constraints of physical systems to improve peoples’ lives.

About the Role

We are hiring a Simulation Environments Engineer to build the tooling and infrastructure that enable high-coverage, realistic virtual environments for robotics research and evaluation. This role is focused on creating the systems (not necessarily hand-crafting every asset) that let researchers and engineers describe, visualize, generate, and validate task environments at scale. You will design pipelines for importing and vetting 3rd-party content, author procedural and randomized scenario generators, and ship ergonomic tools that make environment creation fast, repeatable, and testable. This role sits at the intersection of game-engine practice, asset engineering, and large-scale simulation infrastructure.

This role is based in San Francisco, CA, and requires in-person 3 days a week.

In this role, you will:

  • Build interactive and programmatic tooling to describe, preview, and validate scenes and tasks so researchers can author scenarios quickly and repeatedly.

  • Create content pipelines to curate, convert, optimize and quality-check assets (visual + collision) from third-party collections and internal sources; define standards so assets behave predictably across engines and tasks.

  • Implement robust importers and adapters that bring environments and setups from Isaac/Unity/Unreal/Omniverse/other repos into our sim pipelines while preserving fidelity and ensuring performance.

  • Build frameworks for procedural generation and controlled randomization (visual, physical, kinematic) so models see a systematic, measurable variety of conditions.

  • Define and enforce quality gates for environments (visual fidelity, collision correctness, physical plausibility) and instrument validation tooling so environments meet realism/coverage goals.

  • Connect environment tooling to CI/CD, presubmit checks, large-scale simulation farms and model-eval pipelines so environments can be tested automatically and run at scale. (You’ll partner with sim-pipelines and sim-realism owners.)

  • Create processes and templates to onboard new object libraries and contracted asset work; provide clear acceptance tests and automation for vendor deliverables.

You might thrive in this role if you:

  • Enjoy building ergonomic tooling that empowers other engineers and researchers to produce high-quality environments quickly.

  • Have practical experience with modern world engines (NVIDIA Isaac Sim, Unity, Unreal Engine, Omniverse) or equivalent production pipelines and can choose and integrate the right platform for each use case.

  • Are comfortable with the full content pipeline: CAD/asset import, USD/GLTF/FBX/texture workflows, collision mesh generation, LODs, and material/physics metadata.

  • Have built or used procedural generation and domain randomization systems to produce broad, task-relevant variability.

  • Care about quality control and validation — you like to design automated checks and visual/quantitative diagnostics that ensure environments are correct and performant.

  • Can collaborate across functions — you’ll work closely with researchers, physics/realism engineers, SWE/RE, and vendors to ensure environments are both realistic and actionable for ML training and evaluation.

About OpenAI

OpenAI is an AI research and deployment company dedicated to ensuring that general-purpose artificial intelligence benefits all of humanity. We push the boundaries of the capabilities of AI systems and seek to

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