About the Team
The Seeker Team builds the eyes and the targeting logic of our weapon system: a low-cost, mass-producible, multimodal missile seeker that leans on commercial supply chains where they outperform, and vertically integrates wherever possible. On a modern missile, the seeker is 40 to 60% of unit cost and often drives overly long delivery cycles; accordingly, the seeker team is at the tip of the spear for delivering capability to our customers and value to the taxpayer.
Seeker design has exactly two real constraints: physics and mission. Nothing else is a show-stopper, only an obstacle to overcome. We are a small, deeply technical team that drives capability through ingenuity and bias for action and ships hardware that flies. This is a wear-many-hats environment where you must be comfortable "building the airplane in flight" and stepping well outside your comfort zone; a narrowly scoped role with clean handoffs is not what this team offers.
This is an AI-native team. Through fluent use of cutting-edge agentic coding tools, one engineer here consistently out-delivers a much larger conventional team. You will have opinions about where these tools help and where they do not, provide governance input, and build out an AI-centric workflow from day one.
About the Role
What You'll Do
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Build environments: terrain from real geospatial data, atmospheres, backgrounds, and clutter representative of the mission set.
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Build encounters: target sets, kinematics and behaviors, countermeasure employment, and engagement timelines.
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Make it procedural: thousands of coherent variants per scenario family, not ten hand-built showpieces.
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Own coverage as a product: the corpus spans aspect angles, ranges, conditions, and countermeasures by design, with gaps found by you first.
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Set the field data collection matrix: which real-world conditions get collected, and why.
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Deliver encounter sets to HWIL and evaluation, versioned and reproducible.
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Work the physics seam: your worlds carry the modeling and simulation engineer's sign-off.
Skills We're Hiring For
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B.S. in Engineering, Computer Science, Physics, or related.
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5+ years building synthetic environments or scenarios: game, simulation, autonomous vehicle, or defense.
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Hands-on work in Unreal, Unity, or Blender, or an equivalent, including C++ or C# scripting for Unreal or Unity.
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Procedural generation fluency: parameterized worlds, seeded variation, reproducible builds.
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Geospatial data craft: DTED, imagery, and map projections, with careful handling of coordinate systems.
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Modern Python; reviewable, repeatable pipelines.
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Working knowledge of CI/CD pipelines and Git version control.
Bonus Points For
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IR scene generation or EO/IR sensor simulation.
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Countermeasure modeling.
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6-DOF trajectory and kinematics modeling.
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Military operational background or wargaming and scenario design.
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Hands-on work in a scene and encounter framework such as DIRSIG or FLITES, or an equivalent.
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Daily use of agentic coding tools (Claude Code or similar) to multiply your output, with examples of what you've shipped.
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Rust programming experience.
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Target and threat behavior literacy, enough to stage realistic encounters.
Eligibility & Logistics Location: On-site at our Los Angeles, CA HQ; remote work is not available. Monthly weekend travel for test events and supplier engagements. Clearance: A clearance is not required for this position. Must be a U.S. Person.
Equal Opportunity & Export Compliance Furientis is an equal-opportunity employer. To comply with U.S. export control laws, employment is contingent on eligibility to access export-controlled information.