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Sr. Industrial Designer

Job in Long Beach, Pacific County, Washington, 98631, USA
Listing for: True Anomaly
Full Time position
Listed on 2026-09-13
Job specializations:
  • Design & Architecture
    CAD/ AutoCAD/ Mechanical Design, Creative Design / Digital Art
Salary/Wage Range or Industry Benchmark: 145000 - 280000 USD Yearly USD 145000.00 280000.00 YEAR
Job Description & How to Apply Below

Space is a war fighting domain. True Anomaly seeks those with the talent and ambition to build the technology that secures it.

OUR MISSION

True Anomaly delivers decisive capabilities for space superiority. We build autonomous spacecraft, advanced payloads, mission software, and space-based interceptors - enabling the U.S. and its Allies to secure the space environment and counter threats from the ultimate high ground.

OUR VALUES
  • Be the offset. We create asymmetric advantages with creativity and ingenuity.
  • What would it take? We challenge assumptions to deliver ambitious results.
  • Its the people. Our team is our competitive advantage and we are better together.
YOUR MISSION

Creatives like you are essential to this mission - to inspire, define, and build. This is some of the most meaningful work you'll ever do, in an industry devoted to protecting the people you care about.

We're looking for an experienced industrial designer to be part of our new hardware design team at an early and exciting moment for the company. This is a fully hands-on role - sketching, modelling, prototyping, and detailing real hardware, and whatever else the mission demands. There is no team to manage and no agency to brief; your artistic talent is front and center and your own hands are on the work.

You'll work directly with our design leadership and with the engineers building the hardware, in a team being built for people who care as much about the craft as the mission.

WHY THIS ROLE

There's no established playbook for how space security hardware should look. No legacy design language handed down from a fifty-year-old program. No committee approving your surfaces. What you craft here will shape how an emerging and critical industry presents itself - and how seriously it is taken.

You’ll have real impact on our space hardware with some of what of what you design making it on-orbit, and the rest will be seen at the highest levels of government and military.

If you've ever wanted your craft to carry real weight - this is that job.

RESPONSIBILITIES - Hands-on Hardware Design
  • Help us build our family of products. Take hardware from concept to production - sketch, model, prototype, refine, and detail
  • Work through the real compromises with hardware engineering - packaging, thermal, structural, harness routing - and keep the design intent alive on the other side
  • Prototype physically and quickly. Print it, mock it up, hold it, and be honest about what you learn
  • Produce the renders, animations, and drawings that let executives, customers, and manufacturing partners see exactly what we intend to build
  • Bring impeccable design and artistic vision into everything we do, make us stand out
QUALIFICATIONS

- We hire for talent and potential, not pedigree.

  • Show us an amazing portfolio of hardware you designed - including the sketches and the ugly middle, not only the hero renders
  • Strong surfacing and CAD skills in whatever you're fastest in, and comfort working from and back into engineering CAD
  • Practical manufacturing knowledge - machining, sheet metal, additive, molding, coatings and finishes - and a habit of designing for how a thing actually gets made
  • Consumer, automotive, aerospace, robotics, medical, and industrial equipment backgrounds all fit. Defense and space knowledge is great, we don't expect it
  • An active security clearance is a bonus, not a requirement
  • We work in Adobe Creative Suite, Blender or Cinema 4D for visualization, and alongside engineering CAD - comfort with these is a plus, mastery of your own toolset matters more
What We Expect
  • Leverage your experience to work quickly and efficiently, we're a lean team, everyone needs to pitch in and move fast
  • Take ownership of design problems and see them through, space is hard
  • Turn your hand to…
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