Skip to content
OpenAIOpenAISan Francisco, CA

Simulation Realism Engineer

Develops realistic robotics simulations by closing sim-to-real gaps in physics, sensors, and rendering. Defines metrics, tunes engines like MuJoCo/PhysX/Isaac, builds validation pipelines, and scales cloud sim operations.

293k – 385k
HybridGame Engineering

About the role

In this role, you will:

  • Define and operationalize realism metrics & protocols. Design experiments and automated tests to find specific areas of non-realism, quantify gaps, and track regressions over time.
  • Fine-tune engine parameters (contacts, friction, mass/density, solver settings) and object models so simulated dynamics match measured reality.
  • Evaluate, integrate, and extend 3rd-party physics, rendering, and sensor simulation engines (e.g., Isaac, PhysX, MuJoCo, video renderers or sensor sim frameworks). Lead vendor POCs and benchmark features to influence roadmaps.
  • Create standards, guidelines, and interactive tools for authoring and validating asset physical/visual properties; implement semi- or fully-automated pipelines to tune and optimize assets for target engines.
  • Solve technical issues for running engines in the cloud (OS, drivers, GPU), parallelize simulations (batching many runs per engine instance), and harden real-world-facing pipelines so sims can run reliably at scale.
  • Own validation campaigns (teleop, HIL regression suites, metric computation) and partner with research to close the loop between simulation improvements and downstream model performance.
  • Document and scale best practices. Produce ergonomic templates, docs, and standards so dozens of engineers and researchers can author realistic tasks and assets quickly.

You might thrive in this role if you:

  • Have a strong mathematical & physics background — rigid/soft-body dynamics, contact mechanics, or FEA — and are comfortable reasoning about solvers and numerical stability.
  • Have hands-on experience with at least one or two production physics engines and sensor/render stacks (MuJoCo, PhysX, Isaac Sim, Newton, GPU renderers, or equivalent), and know how to measure/interpret their failure modes.
  • Enjoy plumbing every layer of the sim stack: CAD/asset import, collision/visual mesh tradeoffs, contact tuning, real-time loading, and rendering pipelines.
  • Have led projects that bridge sim and robotics, such as teleoperation data collection, hardware-in-the-loop regression tests, or digital twin efforts.
  • Experienced building robust tools and processes — CI for sims, asset validation pipelines, or distributed GPU workloads — and care about documentation and ergonomics that let others be productive.
  • Can collaborate broadly: you want to work directly with researchers to design experiments, with SWE/RE to ship tooling, and with vendors to run benchmarks and influence product roadmaps.

Skills

MujocoPhysxIsaac SimPhysics SimulationRenderingSensor SimulationCloud GpuCI/CDHardware-In-The-LoopKubernetes
Applied Intuition

Software Engineer - Game Development

Applied IntuitionSunnyvale, CA

Develop and integrate Unreal Engine simulation capabilities for autonomous vehicle virtual environments, bridging core simulation with game engines and building new gameplay features. Requires 3+ years AAA game engine experience and Unreal expertise.

173k – 232k
On-site3+ YOEGame Engineering
Onebrief

Game Play Engineer, Battle Road

OnebriefUnited States

Build and optimize gameplay systems and player-facing features for AtomEngine, a scalable cloud-based simulation platform, using Godot, GDScript, and C++. Requires 3+ years of game engine experience shipping live service games.

150k – 185k
Remote3+ YOEGame Engineering
Spellbrush

3D Game Programmer (Unity)

SpellbrushSan Francisco, CA

Develops 3D first-person anime adventure game in Unity integrating AI companion powered by in-house LLM for dynamic storytelling and puzzles. Requires passion for anime, prior independent 3D Unity game development, and excitement for generative AI.

Salary not listed
HybridGame Engineering
Spellbrush

Level Designer

SpellbrushSan Francisco, CA

Designs engaging tactics missions using Unity and in-house tools, including enemies, terrain, and objectives. Collaborates with team, playtests content, and contributes to tooling with C# skills. Requires proven game content creation and shipped game experience.

Salary not listed
On-siteGame Engineering
Spellbrush

Game Programmer (Unity)

SpellbrushSan Francisco, CA

Builds features for an anime mobile tactics game using Unity and C# as a generalist programmer on a small team. Requires 5+ years experience, shipped Unity games, and interest in applying generative AI research.

Salary not listed
On-site5+ YOEGame Engineering