Technical Artist (World of Tanks Console)

Wargaming· Belgrade, Nicosia· greenhouse· objavljeno 03. 07. 2026
Obvezno:PythonQA/TestGamingHybrid

Job Overview

We are looking for a Technical Artist to join Wargaming and be a part of the product team working on World of Tanks Console.

What will you do?

Support the vehicle art pipeline on console: validate incoming assets, troubleshoot integration issues, and keep content production stable across the team

Improve the current artist workflow: identify bottlenecks, propose practical fixes, and roll out pipeline changes that reduce manual work and error rates

Develop and maintain tools, scripts, and workflows in Maya, 3ds Max, and Blender to speed up modeling checks, scene setup, export, and delivery for console builds

Build and maintain Substance Designer graphs and material templates used across the pipeline; support Substance Painter handoff and texture validation for console-ready PBR sets

Implement and integrate art content into the game engine using proprietary tools (Tank Importer, Forge), including game object templates, material assignments, texture setups, and XML configuration

Maintain shader, material, and asset validation workflows to catch issues before content hits console builds

Optimize art content for Xbox and PlayStation: LODs, texture memory, draw calls, and other platform-specific performance constraints

Contribute to pipeline documentation and provide technical guidance to artists on naming conventions, file structure, export rules, and engine requirements

Run in-engine QA on console builds to verify asset correctness, visual consistency, and performance against platform budgets

Collaborate with artists, designers, and engineers on pipeline improvements and fixes for recurring production blockers

Professional proficiency in English

What are we looking for?

3+ years of experience as a Technical Artist in game production, preferably on console titles

Strong scripting skills (Python, MaxScript, or similar) and comfort building practical production tools

Solid understanding of the game art pipeline: modeling, UVs, baking, PBR texturing, rigging, and engine implementation

Proficiency in Maya, 3ds Max, and/or Blender; working knowledge of Substance Painter, Substance Designer, and Photoshop

Experience integrating and validating assets in a proprietary or in-house game engine; comfortable working without off-the-shelf DCC-to-engine plugins

Good grasp of console platform constraints (Xbox, PlayStation): memory budgets, LOD strategy, shader cost, and build-time validation

Understanding of console optimization pipelines: how assets move from DCC through bake/export/import into builds with platform budgets enforced at each step

Experience with version control systems (Perforce, SVN, or similar)

Ability to read and maintain structured data (XML or equivalent) and debug configuration issues

Clear documentation habits and enough communication skills to unblock artists without slowing production

What additional skills will help you stand out?

Experience supporting vehicle or hard-surface asset pipelines

Familiarity with character pipelines: rigging validation, skinning checks, and engine-ready character setup

Familiarity with cloth pipeline workflows: simulation export, deformation, and in-engine cloth setup or troubleshooting

Familiarity with rigging and skinning workflows from a tooling or validation perspective

Understanding of BC/DXT texture compression formats and how compression choices affect visual quality and memory on console

Prior experience with proprietary game engines and custom import/editor tooling

Prior work on World of Tanks, World of Tanks Console, or similar vehicle-based titles

Hands-on experience profiling and fixing art-related performance issues on console hardware or dev kits

Knowledge of tank asset structure and how vehicle content is organized in a live-service game

Interest in World of Tanks Console gameplay and how content updates ship to players

Work mode

Hybrid (2-3 days of work from the office)

This role is eligible for relocation & immigration support

Benefits

Benefits and perks are tailored to the local market and culture. Our benefits in Belgrade include:

Additional vacation days based on years of service at Wargaming: up to 5 days on top of the statutory minimum

Additional paid time off (5 Personal Days, Birthday Leave, Marriage Leave, Compassionate Leave)

Sick Leave Compensation, Maternity Leave Benefits

Premium Private Health Insurance

Career development and education opportunities within the company

English clubs and platform for learning languages

Mental well-being program (iFeel)

Commuting allowance

Company events

FitPass membership

Discounts for employees

Personal Gaming Account

Coffee, fruits, and snacks in the office

On-site canteen with subsidized prices for food and drinks

Seniority Awards

Referral program - you can recommend the best talents to the Company and receive a reward

Please submit your CV in English to ensure smooth processing and review.

About Wargaming

Wargaming is an award-winning online game developer and publisher headquartered in Nicosia, Cyprus. Operating since 1998, Wargaming has become one of the leaders in the gaming industry with 15 offices worldwide, including studios in Chicago, Prague, Shanghai, Tokyo, and Vilnius. Our diverse and multicultural team works together to deliver a top-class experience to millions of players who enjoy Wargaming's titles across all major gaming platforms. Our flagship products include free-to-play hits World of Tanks, World of Warships and World of Tanks Blitz.

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