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Entry Level Surface Pattern Design information
See salary details
$30K - $38K
2% of jobs
$38K - $46K
10% of jobs
$51.3K is the 25th percentile. Wages below this are outliers.
$46K - $54K
20% of jobs
$54K - $62K
13% of jobs
The median wage is $64K / yr.
$62K - $70K
21% of jobs
$75.2K is the 75th percentile. Wages above this are outliers.
$70K - $78K
14% of jobs
$78K - $86K
7% of jobs
$86K - $94K
5% of jobs
$94K - $102K
3% of jobs
$102K - $110K
2% of jobs
$110K - $118K
2% of jobs
$30K
$69.4K
$118K
How much do entry level surface pattern design jobs pay per year?
What is an entry level surface pattern designer?
What are the key skills and qualifications needed to thrive as an entry level surface pattern designer?
What are some common challenges faced by entry level surface pattern designers when collaborating with manufacturers or clients?
What is the difference between Entry Level Surface Pattern Design vs Entry Level Textile Designer?
| Aspect | Entry Level Surface Pattern Design | Entry Level Textile Designer |
|---|---|---|
| Credentials | Portfolio, basic design skills, possibly some coursework in surface design | Portfolio, textile design coursework, knowledge of fabric properties |
| Work Environment | Design studios, freelance, fashion or home decor industries | Textile mills, fashion brands, interior design firms |
| Industry Usage | Creating repeating patterns for products like wallpaper, fabric, home goods | Designing fabric prints and textures for clothing and furnishings |
While both roles involve creating visual designs for fabrics and products, Entry Level Surface Pattern Design focuses on developing repeating patterns for various surfaces, whereas Entry Level Textile Designer emphasizes designing fabric textures and prints for textiles used in fashion and interiors. Understanding these distinctions helps aspiring designers target their skills and portfolios accordingly.
How to get started in entry level surface pattern design?
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Cities with the most Entry Level Surface Pattern Design job openings:
What are the most commonly searched types of Surface Pattern Design jobs?
The most popular types of Surface Pattern Design jobs are:
What states have the most Entry Level Surface Pattern Design jobs?
States with the most job openings for Entry Level Surface Pattern Design jobs include:
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The top searched job categories for Entry Level Surface Pattern Design jobs are:

Research Engineer, Design to Manufacturing
San Francisco, CA • On-site
Full-time
Medical, Dental, Vision, Retirement, PTO
Posted 21 days ago
Key responsibilities
Own scoped research and engineering problems that help move generated concepts toward physical production.
Explore and prototype approaches for translating generated 3D into editable, manufacturable geometry, including parametric surfaces, curve extraction, reconstruction, and CAD handoff.
Develop approaches for producing downstream artifacts such as CAD files, patterns, specifications, and technical documentation.
Job description
San Francisco, CA • In Person • Full-Time
Applying to this role will also allow us to consider you for other research opportunities at Vizcom. We believe the best roles are shaped around exceptional people, not just job descriptions.
About Vizcom
Vizcom is where design teams at companies like Nike, GM, New Balance, and Hasbro bring ideas from sketch to product. Designers use Vizcom to sketch, render, explore color and materials, work in 3D, and prepare concepts for production.
The render itself was never the point. The point is the physical thing that comes after it. We call this pencil to product.
Vizcom is a Series B company with more than $52M raised from investors including Radical Ventures, Index Ventures, Unusual Ventures, and Basis Set.
Visualization has advanced quickly. Making has not.
Between a beautiful render and a part a factory can actually produce sits a difficult set of problems: meshes that aren't solid, surfaces that can't be edited, geometry that doesn't reflect how products are manufactured, and softgoods that render convincingly but can't yet be translated into patterns, seams, or knit structures.
Our customers design shoes, cars, power tools, toys, and other physical products, and their needs make the gap clear. Engineering teams need generated 3D geometry detailed and structured enough to hand off to mechanical engineers. Designers still trace curves from generated orthographic views into NURBS software. Color and material teams need to explore dozens of variations while preserving the underlying product geometry exactly.
A render tells you what something looks like. Manufacturing requires a description of what it actually is: form, material, dimension, behavior, and the technical artifacts that carry those decisions downstream.
Geometry is the spine of that chain, but it's only one part of it.
The representations, benchmarks, and workflows that will ultimately connect generative design to manufacturing are still being defined. This role will help define them.
The Role
As a Research Engineer, Design to Manufacturing, you'll work on closing the distance between pixels and atoms.
You'll contribute to an emerging research direction at Vizcom focused on moving generated design concepts toward physical production. You'll take on meaningful technical problems across geometry, representation, materials, and manufacturability, working with the team to test approaches and understand which ones are useful in real design and engineering workflows.
Geometry is likely where the work begins. It isn't necessarily where it ends.
You'll work alongside researchers focused on post-training and engineers building the data systems that capture how professional designers work. Together, the goal is to close the loop between designer intent, model behavior, physical constraints, and manufacturability.
Over time, manufacturability itself can become a signal models learn from, while designer intent becomes a constraint on the geometry they generate.
If you're primarily interested in making generated images look better, this probably isn't the role for you.
If you're interested in getting from a sketch or generated concept to something an engineer, pattern maker, or factory can actually use, it might be.
We don't have a predetermined answer for which representations will win. Meshes, implicit fields, parametric surfaces, B-reps, CAD operation sequences, or approaches that haven't yet emerged are all possibilities.
We're interested in what survives contact with the real world.
What You'll Own
- Design-to-manufacturing research: Own scoped research and engineering problems that help move generated concepts toward physical production, from initial exploration through evaluation and implementation.
- Geometry: Explore and prototype approaches for translating generated 3D into editable, manufacturable geometry, including parametric surfaces, curve extraction, reconstruction, and CAD handoff.
- Material and color: Contribute to approaches that connect rendered appearance to real-world specifications, including materials, finishes, color, and other physical properties.
- Softgoods: Investigate challenges unique to products that are sewn, knit, or otherwise constructed from flexible materials, including pattern generation, seam logic, drape, and fit.
- Manufacturability: Explore ways to incorporate physical constraints such as manifoldness, tolerances, wall thickness, structure, drape, and fit into generation and evaluation.
- Production-ready outputs: Build and evaluate approaches for producing artifacts downstream teams can use, including CAD files, patterns, specifications, and technical documentation.
- Evaluation: Develop benchmarks and evaluation methods that help us understand whether generated outputs are useful in downstream design, engineering, and manufacturing workflows.
- Customer pilots: Work with real customer workflows as test cases, translating recurring problems into experiments and technical requirements.
- The research feedback loop: Collaborate with our ML data and post-training teams to explore how physical constraints, designer judgment, and model behavior can inform one another.
This is a charter, not a week-one checklist. We don't expect one person to solve every part of the design-to-manufacturing chain at once. You'll work with the broader team to identify where your expertise can have the most impact and expand your scope over time.
What Your First 90 Days Could Look Like
Days 1-30: Understand
Immerse yourself in current customer workflows, Vizcom's 3D systems, existing failure cases, and the handoffs between designers and downstream engineering or manufacturing teams.
Talk directly with the people doing the work and understand where today's workflows break down. Get familiar with the team's existing research, systems, and evaluation approaches.
Days 30-60: Demonstrate
Take ownership of a well-scoped problem within a real customer workflow and prototype an approach that removes or materially improves one manual step.
Evaluate the result, document what you learned, and identify where the approach succeeds or breaks down.
Days 60-90: Build and expand
Build on your initial work through follow-up experiments and contribute recommendations for where the team should go next.
Begin taking ownership of a larger problem area within the design-to-manufacturing research direction, with clear hypotheses, evaluation criteria, and technical next steps.
What We're Looking For
- Strong foundations in at least one relevant area, such as computational geometry, geometry processing, 3D reconstruction or generation, appearance and material modeling, cloth or textile simulation, or computational fabrication.
- Familiarity with adjacent areas and an interest in understanding the broader path from digital representation to physical product.
- Hands-on experience with modern generative, reconstruction, or simulation methods through professional work, research, or substantial technical projects.
- Strong software engineering skills and the ability to turn research ideas and papers into working prototypes and systems.
- Experience designing experiments and evaluating technical approaches, including problems where established benchmarks may not exist.
- Ability to investigate ambiguous technical problems, form hypotheses, run experiments, and communicate what you've learned.
- A desire to connect research directly to real product and customer workflows.
- A collaborative approach to research and engineering, including documenting results and incorporating feedback from others.
Nice to Have
- Experience with CAD kernels, B-reps, solid modeling, parametric modeling, NURBS, or Class-A surfacing.
- Experience with color science, material or appearance capture, or physically based rendering.
- Experience with textiles, pattern generation, knit systems, apparel or footwear engineering.
- Experience with physical simulation, including cloth simulation, finite element analysis, or structural validation.
- Familiarity with manufacturing processes and design-for-manufacturing constraints.
- Experience shipping a physical product or working directly with the handoff between industrial design, engineering, and manufacturing.
Above all, we're looking for someone who judges a generated model not only by how it looks, but by whether it could actually exist.
What You'll Get
- A genuinely open research problem: The path from generated design to production is still being defined, and you'll have the opportunity to contribute meaningfully to how Vizcom approaches it.
- Real-world demand: You'll work against actual workflows and problems coming from professional design teams building physical products.
- Research that reaches product: Your work won't live in isolation. Successful approaches can become part of the tools professional designers use every day.
- A complementary research team: You'll work alongside engineers building our ML data systems and researchers focused on post-training, creating the opportunity to connect designer intent, model behavior, and physical constraints.
- Meaningful ownership: You'll own substantive technical problems and have room to expand your scope as you build expertise in the space.
- Direct access to the founders: You'll work closely with Vizcom's founders and technical leadership as we build out this research area.
Benefits at Vizcom
- 100% employer-sponsored medical coverage for employees, plus 25% coverage toward dependents
- Dental and vision coverage, plus mental health benefits
- Meaningful equity ownership
- Flexible PTO
- 401(k) with employer match
- Generous annual Learning & Development allowance
- Paid parental leave
- Weekly catered lunch at our San Francisco headquarters
- Monthly gym membership stipend
Compensation
The salary range for this role is $164,000 - $215,000 USD + equity
We regularly benchmark compensation against relevant peer companies using current market data from industry-standard sources, including Carta and Pave. This range reflects our Tier 1 compensation market, which includes San Francisco.
The actual offer and overall compensation package will be determined based on multiple factors, including relevant experience, skills, qualifications, and business considerations. The compensation and benefits described in this posting apply to U.S.-based W-2 employees and may vary based on applicable employment laws and requirements.
As part of Vizcom's SOC 2 Type II compliance program, employment is contingent upon successful completion of a background check, as permitted by applicable law.
How We Work
- We document what we learned, not just what we worked on.
- Negative results are valuable when they help us close off the wrong paths.
- Results should be reproducible before they earn additional compute.
- We share meaningful research through technical write-ups, demonstrations, and showcases where appropriate.
- Our interview process emphasizes real-world problem solving and practical technical work rather than LeetCode-style interviews.
Location
This is an in-person role based in San Francisco, CA.
Join Us
At Vizcom, we move quickly, give people meaningful ownership, and offer the opportunity to shape both our product and our company as we grow. We believe deeply in the craft of industrial design and in building tools that help designers bring better ideas into the physical world.
A Note to Candidates and Recruiting Agencies
Please apply directly through this job posting. To help us keep our hiring process fair and organized, we ask candidates not to contact Vizcom employees directly regarding their application or candidacy.
Vizcom is not seeking assistance from external recruiting agencies or search firms for this role. Please do not contact or solicit Vizcom employees regarding recruiting services, candidate submissions, or agency partnerships. Unsolicited resumes or candidate profiles submitted by agencies will not create a fee obligation on behalf of Vizcom.