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AR/VR Developer Intern

GalaxEye · Aerospace & Defense

  • Bengaluru, India
  • On-site
  • Posted 27 days ago
  • Software Engineering
  • Training

About the job

About GalaxEye

GalaxEye is a

Space-Tech startup pioneering the world's first OptoSAR 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).