Junior Design Engineer AM; FFF) Footwear
Job in
Ventura, Ventura County, California, 93006, USA
Listed on 2026-09-14
Listing for:
Koobz
Full Time
position Listed on 2026-09-14
Job specializations:
-
Design & Architecture
CAD/ AutoCAD/ Mechanical Design, Engineering Design & Technologists
Job Description & How to Apply Below
The role
You'll turn footwear concepts into manufacturable 3D geometry. Our production team handles slicing and printing; your job is to hand them models that print well the first time. Expect a fast loop between your models and their test parts.
What you'll do- Model Upper midsole, outsole and structural components for FFF, from concept geometry to release-ready files
- Apply design-for-AM constraints in the geometry itself: self-supporting angles, wall thickness, orientation-aware features, tolerance and shrinkage compensation
- Build and grade parts across a full size run, working from lasts and fit data
- Work closely with the production team on printability feedback, and revise geometry based on what comes off the machines
- Maintain clean, parametric, well-organised files so models can be regraded and revised without rebuilding
- Collaborate with designers, pattern makers and production through sampling and pre-production
Essential
- Degree in product design engineering, industrial design, footwear design, 3D/digital design or equivalent hands-on experience
- Proficient in poly and sub-d modelling
— clean topology, controlled edge flow, creasing and support loops, the ability to hold a surface where it matters and let it relax where it doesn't - UV unwrapping
— sensible seam placement, minimal distortion, packed and consistent texel density - Rendering
— you can light and present a shoe well enough for design reviews and client-facing imagery (Cycles/Eevee, or comparable) - Blender
as your primary tool, or fluency in something close enough that you'll be up to speed in weeks - Working understanding of FFF constraints and how they shape geometry — overhangs, wall behavior, layer adhesion, anisotropy, warping
- Clean, organized, revisable file habits — someone else should be able to open your scene and change it
- Understanding of how a shoe is built: last, upper, midsole, outsole, fit and sizing
- Comfortable with iteration and being wrong quickly
- English, written and spoken
- Blender geometry nodes
— we use procedural setups heavily to keep our modelling non-destructive and editable. Comfort building and reading node trees, working with attributes, instancing and field-driven geometry matters more here than any specific technique. Strongest signal in this whole application. - Computational or generative design background:
Grasshopper, nTop, Python scripting, or your own tooling - Understanding of how flexible materials (TPU/TPE across shore hardness es) behave when printed, and how to design around it
- Hands-on printing experience of your own — not part of the job, but it shows in the geometry
- Familiarity with FEA or simulation for compliant structures
- Footwear-specific software (Shoemaster, ICad, Romans CAD) or last modification experience
- Sports or biomechanics knowledge — gait, pressure mapping, foot anatomy
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