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AR/VR Developer Intern

Job Description - AR/VR Developer Intern

About GalaxEye


GalaxEye is a
Space-Tech startup pioneering the world's first Multi-Sensor Earth Observation
Satellite, integrating SAR (Synthetic Aperture Radar) and MSI (Multi-Spectral
Imaging) on a single platform. As we move towards building a constellation of
indigenous satellites, we are also developing advanced data platforms that fuse
satellite data, AI analytics, and geospatial intelligence.
 

The short version

We're starting to
explore what our satellite and geospatial data looks like when you can step inside it — terrain, imagery, and
analytics rendered in AR/VR instead of on a flat screen. This is a new effort
for us, and you'd be one of the first people building it.


This is an
internship, and we mean it: you'll be prototyping and experimenting, not
shipping a finished product alone. We care far more about how you think in 3D,
how fast you learn, and what you've already built than about years of
experience or a specific tool on your résumé. If you've made even a small VR
demo or AR filter and want to point it at real Earth-observation data, this is
a rare place to do it.
 

What makes this different

Most AR/VR
internships have you building a game, a demo, or a marketing filter. Here the
content is real geospatial data
satellite imagery, terrain, and analytics from actual Earth-observation
systems. That changes the interesting problems:

  • The "world" isn't
    hand-modelled art — it's real terrain and imagery that has to be loaded,
    placed, and made explorable in 3D space.

  • You're visualizing data that
    means something, for people who need to
    understand it, not just look at it.
  • Immersive GIS is largely
    unexplored territory — there isn't a tutorial for most of what we'll try,
    so a lot of the work is figuring out what even works.

  • It's early and greenfield:
    fewer guardrails, more room to shape the direction, and your prototypes
    genuinely inform where this goes.

If "there's no
tutorial for this yet" sounds exciting rather than scary, you'll fit well
here.

 

What you'll actually do

  • Build AR/VR scenes and
    interactions under direction — take a defined feature or idea and make it
    real in a game engine.

  • Prototype ways to visualize
    and interact with geospatial data in 3D: terrain, map/imagery layers,
    points of interest, and analytics.

  • Integrate 3D assets, imagery,
    and data into immersive scenes and get them rendering and behaving
    correctly.

  • Get hands-on with a headset
    or AR framework — deploy to a device, test it, and iterate on what
    actually feels right in-headset.

  • Debug across the scene — from
    a broken interaction to a mis-placed object — forming a hypothesis and
    narrowing it down rather than guessing.

  • Share what you learn: what
    worked, what didn't, and what's worth pursuing further.
     

What you'll learn here

Because an
internship should teach you something real:

  • How to build immersive
    experiences on top of real, meaningful data — not toy content.

  • Spatial and 3D engineering
    the practical way: transforms, coordinate spaces, rendering, and what
    makes an immersive interaction comfortable vs. nauseating.

  • How geospatial /
    Earth-observation data actually works, and the challenges of representing
    it in 3D.

  • How to work inside a real
    engineering team and a real codebase — version control, code review, and
    shipping features under direction.

  • What frontier immersive-tech
    work looks like at a space-tech company.
     


Requirements

What we're looking for

This is a fresher role, so we're screening for potential and what you've
built, not years on the clock:

  • Some
    hands-on AR/VR exposure
    — a class project, game jam, hackathon entry, or personal demo. Portfolio
    over grades:
    we'd love to actually try what you've made, ideally on a headset.
  • Comfort in a
    game engine

    ideally Unity (C#); Unreal (C++) is welcome too.

  • Solid 3D
    math intuition

    transforms, coordinate spaces, rotations/quaternions, ray casting. You can
    reason about
    where things are in space.
  • Fundamentals
    over framework knowledge
    — you understand the underlying ideas, so a new SDK or
    engine is something you can pick up, not a wall.

  • A fast,
    self-driven learner
    — you can figure things out from docs, samples, and first principles, and
    you don't stall waiting to be told every step.

  • Systematic
    debugging under uncertainty
    — when something breaks, you form a hypothesis and
    narrow it down instead of trying random fixes.

  • You think
    spatially
    — in
    3D and interactions, not just flat screens and buttons.

  • Shipped
    something real, end to end
    — even a small demo you can put on a headset and hand
    to someone.

  • Curiosity
    about immersive tech and geospatial data
    — you're genuinely interested in where this is
    heading.

 

Bonus (nice to have)

Any of these are a
plus — we don't expect them from an intern:

  • Familiarity with an AR/VR SDK
    or framework: Meta Quest SDK, OpenXR, ARKit/ARCore, or WebXR.

  • Awareness of performance and
    comfort constraints — frame rate, latency, motion sickness — and why they
    matter in immersive apps.

  • Any exposure to maps, GIS, or
    geospatial data (Cesium, Mapbox, Leaflet, QGIS, or similar).

  • Basic 3D asset / content
    skills (Blender, shaders, or working with imported models).

  • Interest in or exposure to
    satellite imagery or remote sensing.

  • A shipped or published demo
    (itch.io, an app store, a game jam page, a GitHub repo we can look at).



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