3D Visualisation Artist (Industrial Design Background) - (all genders)

stark · Munich

ExclusiveFull-timePublished Jun 25, 2026

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About the role

About Us

STARK is a new kind of defence technology company revolutionizing the way autonomous systems are deployed across multiple domains. We design, develop and manufacture high performance unmanned systems that are software-defined, mass-scalable, and cost effective. This provides our operators with a decisive edge in highly contested environments.

We are focused on delivering deployable high-performance systems - not future promises. In a time of rising threats, STARK is bolstering the technological edge of NATO Allies and their partners to deter aggression and defend Europe - today.

About the team

Mission Simulation is STARK’s digital proving ground — the tactical environment where our entire ecosystem of UAVs, surface vessels, and EW systems converges. The Mission Simulation team is a small, specialized group based in Munich, working closely with our platform and C2 teams to integrate all multi-domain assets into high-fidelity, Software-in-the-Loop simulators.
We move fast, ship realistic environments, and build for three core purposes: rigorous testing, high-stakes demos, and tactical training. There is no room for gamification. We simulate the reality of combat — from complex swarm logic to EW degradation — ensuring that developers can fail fast, and real soldiers can train safely before hitting the battlefield.

Your mission

To create high‑quality, optimized 3D hard‑surface models with clean, efficient topology suitable for low‑poly use in production, while generating bake maps (Normal, AO, Curvature) and photorealistic or stylized PBR textures that meet the project’s visual standards. The role includes rigging and animation of vehicles and environmental assets, demonstrating strong understanding of timing, weight, and physics. Ultimately, the mission is to import assets into the production pipeline, ensure seamless integration, and troubleshoot visual or technical issues to maintain a stable, high‑fidelity asset ecosystem.

Responsibilities

  • Blender rigging & animation — designing complex skeletal armatures, creating clean skin weights, and producing high‑fidelity animations (locomotion, tactical movements, weapon handling, mechanical systems) within Blender.
  • Content pipeline & VBS4 integration — exporting, configuring, and testing 3D assets and animations inside VBS4, ensuring correct bone mapping, runtime triggers, and full engine compatibility.
  • Multi‑state & damage animation — developing animation sets for object states, component destruction, and interactive environmental elements to enhance simulation realism.
  • Real‑time performance optimization — optimizing rigs, vertex weights, and animation data to maintain high frame rates in large‑scale VBS4 environments without compromising visual quality.
  • Cross‑disciplinary collaboration — working closely with AI researchers, military SMEs, simulation engineers, and designers in a highly collaborative environment.
  • Deep‑dive problem solving — applying a “deep dive” mindset to identify root causes of technical issues and deliver lean, high‑value solutions.
  • Startup‑style execution — operating with high autonomy in a fast‑paced environment, challenging legacy workflows and continuously improving the asset pipeline.

Qualifications

  • 3+ years of 3D art experience — at least 3 years of professional experience as a 3D Artist / 3D Modeller in game development or closely related fields, supported by a strong portfolio showcasing hard‑surface modelling, texturing, baking workflows, and asset integration.
  • Blender rigging & animation skills — proficiency in creating animations, building rigs, configuring bone hierarchies, and producing clean, engine‑ready animation data.
  • Programming skills in C/C++ — solid understanding of C/C++ for implementing asset logic, animation triggers, or pipeline‑related tooling.
  • Experience with simulation engines — knowledge of VBS4 or comparable engines (Unreal Engine, Unity, etc.), including asset import, configuration, and runtime testing.
  • Understanding of PBR workflows — familiarity with creating photorealistic or stylized materials using physically‑based rendering pipelines.
  • Ability to work in technical pipelines — experience troubleshooting visual or technical issues related to rigging, animation, or engine integration.

Nice to have

  • Experience with Autodesk tools — familiarity with Autodesk products such as 3ds Max or Maya for modelling, rigging, or animation workflows.
  • Hands‑on VBS4 experience — prior exposure to VBS4 asset pipelines, terrain tools, or simulation‑specific configuration.

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