W
Technical Artist (World of Tanks Console)
Wargaming
Serbia
≈ 1,3 млн–2 млн ₽ · 14,4 тыс.–22,3 тыс. €
16 500 – 25 500 $
🏢 Офис
Middle
Полная занятость
Сербия
Релокация
Описание вакансии
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 vehic