> Markdown version of [/jobs/ext/2844877-junior-design-engineer-for-am-fff-footwear](https://www.wearedevelopers.com/jobs/ext/2844877-junior-design-engineer-for-am-fff-footwear). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Junior Design Engineer for AM (FFF) Footwear - **Company:** KOOBZ INC. - **Location:** Ventura, CA, United States - **Experience:** Starter - **Contract:** Permanent contract - **Skills:** Computer-Aided Design, Logic Synthesis of Circuits, Scripting - **Published:** September 11, 2026 - **Apply:** https://www.wayup.com/i-j-Junior-Design-Engineer-for-AM-FFF-Footwear-Koobz-818281282754277/ ## About the Role + 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 Strongly preferred + 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 hardnesses) 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 ## Description 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 ## Related Videos - [JavaScript? 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