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Location: India (Remote / Hybrid)
Experience: 2–4 years
Type: Full-time
Kloth.me is building the next generation of fit-intelligent fashion technology — helping people understand how clothes fit their bodies before they buy.
We work at the intersection of 3D geometry, real-time simulation, and AI, turning complex physical and visual systems into fast, intuitive product experiences.
This is not a traditional game studio role.
It’s a real-time 3D and physics systems role applied to a real-world problem at global scale.
- Khanaz K A — Founder & CEO
- 14 years in e-commerce; IIM Ahmedabad MBA.
- 8.5 years at Amazon (Prime & Growth); ex-CPO at Simpl.
- Prateek Chugh — Co-founder & CBO
- Former sales & growth leader at OYO, Classplus, and Simpl.
- One of the strongest go-to-market leaders in India.
- Aditya Todi — Co-founder & CTO
- IIIT Hyderabad alumnus; founding engineer across multiple startups.
- A first-principles thinker with deep systems intuition.
We’re hiring a Unity or Unreal Engine developer to help build and integrate real-time 3D simulation and physics-driven systems that visualize how digital objects interact with human bodies.
You’ll work on engine-level systems that involve:
- Integrating and extending built-in physics engines
- Configuring soft-body / cloth-style simulations
- Bridging approximate real-time physics with deterministic outputs
- Supporting downstream AI and rendering pipelines
The deeper intelligence and proprietary pipeline details will be shared after joining or under NDA.
- Integrating and configuring physics systems within Unity or Unreal
- (e.g., Chaos Cloth, custom constraints, collision layers, parameter tuning)
- Building real-time 3D simulation pipelines that are stable, repeatable, and performant
- Working with skeletal meshes, attachments, and runtime bindings
- Extending engine physics behavior via:
- Custom components
- Constraint logic
- Runtime parameter control
- Tooling for inspection and debugging
- Creating deterministic render outputs for internal use and downstream systems
- Developing internal tools to inspect, debug, and iterate on physics-driven behavior
- Collaborating closely with ML, product, and design teams
- 2–4 years experience with Unity (C#) or Unreal Engine (Blueprints / C++)
- Demonstrated experience integrating, tuning, or extending physics engines in production projects
- Strong understanding of:
- Runtime physics systems
- Collision handling & constraints
- Soft-body / cloth-like simulations
- Camera, lighting, and rendering fundamentals
- Ability to reason about performance vs realism tradeoffs
- Comfort working in ambiguous, first-principles environments
- Experience beyond games (simulation, visualization, XR, tools)
- Prior work where physics output needed to be stable, explainable, or inspectable
- Exposure to deterministic rendering or data-generation pipelines
- Curiosity about applying real-time physics to non-entertainment domains
- You’ll work on hard, novel systems, not commodity gameplay
- Your work sits close to the core product and IP
- You’ll have real ownership and autonomy
- You’ll collaborate closely with founders and senior engineers
- You’ll help define a new category at the intersection of 3D, physics, and AI
- If you enjoy building and integrating real-time physics systems — and care about making them usable, debuggable, and production-ready — we’d love to talk.
Key Skills
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