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Spellbrush | Tokyo, JP or San Francisco, CA | Full-Time | Onsite

We build AI models to make anime real.

- Game Dev: looking for engineers who know unity, love the anime aesthetic, and want to work on our upcoming strategy RPG.

- Full Stack Software Engineer: looking for smart generalists who love anime and want to work on advanced data processing pipelines for petabytes of anime images & video.

- Audio/LLM Researcher: looking for senior researchers interested in working on foundational end-to-end audio models. Must tolerate^Wlove high-pitched moe anime voices.

Ping over name of best waifu or husband to [email protected]. Can sponsor visas to either USA or JP.

See all roles over at https://spellbrush.com/careers


Spellbrush | Tokyo, JP / San Francisco, CA | Full-Time | Onsite

We build AI models to make anime real.

* Game Dev: looking for engineers who know unity, love anime, and want to work on our upcoming strategy RPG.

* Full Stack Software Engineer: looking for smart generalists who love anime and want to work on advanced data processing pipelines for petabytes of anime images & video.

Ping over name of best waifu or husband to [email protected]

See all roles over at https://spellbrush.com/careers


I just want to say your careers page is amazing. It's an often neglected part of even the most creative websites, so it was so refreshing to see.


Agreed. I shared this careers page with an Anime loving front-end eng connection of mine because the page was so great.


Thanks for the shoutout! Boring careers pages have long been a pet peeve of mine.

We also work on anime image diffusion models, and it would be massive shame if our own careers page didn't highlight the results, haha.


Love what you are doing and as an anime fan I love your website. I would love to talk more with you about this role and what you are doing.

Does a 15 unity expert with 7 years tech director experience in companies like Zynga serve your needs?


I have applied! Maybe we can get on a short call?


Spellbrush | Anime AI researcher, Software Engineer, or Unity Engineer | San Francisco OR Tokyo | Sponsors Visas

Spellbrush (YCW18) builds state-of-the-art AI foundational models for anime and video games.

We probably spends 10x more compute on anime than anyone else in the industry - we think our results over at nijijourney.com speak for themselves.

Looking to both expand our game development team and our AI research and data processing teams.

JAX and TPU experiences are a plus.

Otaku looking for a job in AI are welcome to ping over name of best waifu or husband to [email protected]


you check in the uncompressed audio, and then fmod, wwise or whatever other middleware you're using will compress to a different format and compression ratios on a per-platform basis during the build process (i.e. vorbis on PC, AT9 on PS4, FADPCM on mobile, etc.)


Yeah that makes sense, but the person I replied to suggested that the end user's assets would be uncompressed as well.

The only scenario I can think of is games supporting surround sound which can't afford the extra cycles of decompression.


Titanfall was infamous for this[0]

  PC gamers (especially those with SSDs) were puzzled to find out that Titanfall had a gargantuan 48 GB file size, despite the lack of a single player campaign and the fact that it was running on a modified source engine. Some digging around in the files revealed that a huge portion of that size was due to a whopping 35 GB of completely uncompressed audio. Respawn has now explained that the reason the audio was not compressed was so they could dedicate more system resources to running the game, and less to unpacking audio files.
  ...
  He did, however, admit that most PC gamers probably wouldn’t even notice the difference. “On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”
[0] https://www.escapistmagazine.com/titanfall-dev-explains-the-...


I was looking for a good reason why this might be and all I could find was an old HN thread suggesting that uncompressing audio takes CPU cycles so leaving it uncompressed helps to avoid CPU bottlenecks when you have a game that might be playing a lot of sfx at once


Spellbrush | San Francisco or Tokyo | Onsite | Full-time

Looking for anime fanatics (read: weebs) who want to work at the intersection of AI, anime, and games.

Looking for React experts, Unity experts, GPU Infrastructure experts, and Pytorch + JAX experts.

Especially interested in folks who want to push the boundaries on training large-scale foundational diffusion models.

Hiring for all roles. If you're sure you can help, but don't see a position that fits, DM me via LI or twitter (in bio) Include name of best waifu/husbando to bypass spam filters.

https://spellbrush.com/careers


The Live reconciler[1] included in this project looks quite interesting as a reconciler for building a canvas-based image editing app.

Since WebGPU is still quite experimental and not usable without install canary browser builds, I'm really hoping that Live can be used separately. Like the author, I'm pretty sick of doing the data retained/declarative dance with libraries like pixijs many times now.

At least from this article, it seems that the author is using their @use-gpu/state[2] package independently. Would love to know if anyone might have any more details or experience?

[1] https://usegpu.live/docs/guides-live-vs-react

[2] https://usegpu.live/docs/reference-live-@use-gpu-state


Yes it's entirely stand alone. No dependencies.


One of the Spellbrush team members here! It's always great to see niji・journey[1] being used in such creative fashions!

Happy to answer questions or otherwise that folks might have.

Also props to coveragecat. The generated cats are _super_ cute. Especially the ones that made it to the current landing page.

[1] discord.gg/nijijourney


Network Information Center. They did DNS stuff before ICANN

See: https://en.wikipedia.org/wiki/InterNIC


is anyone running a large baremetal distributed minio cluster in production? would love to know how reliable it is


Does minio have cluster support? I've always thought of it as non-clustered software.


Indeed it does. As for stability, I had a few decently sized customers running minio clusters in production and they never had any issues with it.

https://min.io/docs/minio/linux/operations/install-deploy-ma...


Nice to hear, I was planning to give it a shot.


It does, and it works (docs here: https://min.io/docs/minio/linux/operations/install-deploy-ma...) - but I'm not running a "large" cluster.


would love to see the riser setup that you're using for such a monster!

we mostly gave up and just got barebones machines since the cabling situation becomes pretty tricky, and the barebones total cost is low relative to the GPUs anyways.


I posted a link just below to twitter with an image of the riser setup. That setup worked well for 4x, but for the 7x we're moving the cards upside down and setting them up like tree branches if you will. So the trunk/floor is the motherboard and you get close to edges, the cards are angled and use longer riser cables.

The issue we had with barebones was cost and cooling, we use 30$ racks from Target and hang the GPUs with metal zip ties and a box fan from below, so they get lots of air and we don't break the bank and can easily roll them around.


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