Simulation Pipeline Technical Artist, Special Projects

Apple Inc

Confirmed live yesterday High trust

Quick summary

Work type
On-site
Location
Cupertino, CA
Salary
$175,500–$311,700 / yr
Posted
55 days ago
Freshness
Confirmed live yesterday

Market check

Salary context

Above market

How this pay compares to similar roles

Similar $221k
This role $244k
$159k $328k
below market most similar roles pay here above market

This role pays more than 70% of similar roles. Most pay $187,850–$254,750 — the blue band above. At the midpoint, this role pays about $244k versus about $221k for comparable roles.

Based on 240 similar postings.

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About Apple Inc

Apple Inc. is a multinational technology company known for designing and manufacturing consumer electronics, software, and online services, including the iPhone, Mac, iPad, and App Store. Industry: Consumer Electronics & Software

Apple Inc currently has 3497 open roles on FindRole.

Listed pay typically runs $174,149–$277,600 across 2702 roles with salary data.

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TL;DR · Simulation Pipeline Technical Artist, Special Projects

JOB TITLE: Simulation Pipeline Technical Artist - Special Projects (Jeff Lind) The Simulation Pipeline Technical Artist - Special Projects (Jeff Lind) joins the Special Projects Simulation group to develop simulations and generate synthetic data for AI/ML-based products and features. This role involves building pipelines and generation tools for 3D assets, creating systems for procedural and agentic systems, and managing asset libraries with established standards. You will implement video game and film techniques to optimize quality and size while developing tools to improve artist workflows and material generation. Key technical requirements include proficiency in Python, USD formats, APIs, and Maya, along with experience in Houdini or other DCC programming. Candidates should possess expertise in shading, lighting, texturing, and materials, with preferred skills in C++, Substance Designer, digital sculpting, and mesh topology to support large-scale simulation scope.

What you'll do

  • Develop pipelines and generation tools for 3D assets used in world simulations.
  • Implement video game and film techniques to optimize asset quality and size for various use-cases.
  • Build tools and systems that enable procedural and agentic systems to utilize assets.
  • Create tools that improve artist workflow efficiency and effectiveness.
  • Integrate new material generation techniques into the existing production pipeline.
  • Manage the asset library by establishing and enforcing standards for human and agentic use.
  • Develop techniques to generate new content and scale asset libraries with high variation.

What we're looking for

  • At least 5 years of experience as a Technical Artist in video games, animation, and/or VFX.
  • Strong Python skills for data creation and manipulation.
  • Experience building pipelines and processes to generate images and outputs by marshaling data through multiple DCCs with custom code.
  • Strong experience with USD format, tools, and APIs.
  • Experienced Maya user.
  • Experience with Maya, Houdini, or other DCC programming APIs.
  • Proven track record of innovating new tools and techniques to speed up artist workflow and efficiency.
  • Strong understanding of shading, lighting, texturing, and materials.
  • Strong familiarity with digital sculpting, modeling, and command of mesh topology (preferred).
  • Experience with lighting, especially procedural systems (preferred).
  • Experience creating shaders (preferred).
  • Experience with procedural materials, Substance Designer, or similar (preferred).
  • C++ programming experience (preferred).

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