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