Skip to main content
Back to jobs

Art Manager (World of Warships, PC)

External
wargamingen logoWargamingen · Belgrade, Serbia
Full-timeOn-site3w ago
BlenderDocumentationLeadershipUnity
Cover LetterConnect

Prepare for this interview

Elite

AI-generated questions, company research, and talking points tailored to this role


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 minimumAdditional paid time off (5 Personal Days, Birthday Leave, Marriage Leave, Compassionate Leave)Sick Leave Compensation, Maternity Leave BenefitsPremium Private Health InsuranceCareer development and education opportunities within the companyEnglish clubs and platform for learning languagesMental well-being program (iFeel)Commuting allowanceCompany eventsFitPass membershipDiscounts for employeesPersonal Gaming AccountCoffee, fruits, and snacks in the officeOn-site canteen with subsidized prices for food and drinksSeniority AwardsReferral program - you can recommend the best talents to the Company and receive a rewardPlease submit your CV in English to ensure smooth processing and review.About WargamingPlease see Wargaming Candidate Privacy Policy for details on how Wargaming uses your personal data.Health insurancePaid time off

Additional Information

Job Overview Wargaming Belgrade is looking for an Art Manager who operates at the intersection of art, production, and organizational leadership, ensuring that visual development for World of Warships is fast, consistent, and sustainable. This role supports a live product while driving new visual features, aligning teams, improving production pipelines, and building a strong, scalable art organization. It combines hands-on production oversight with strategic thinking, contributing both to day-to-day execution and the long-term development of teams and pipelines. Reports to Head of Development Services What will you do? This role focuses on two key areas: Team Leadership and Delivery Lead, mentor, and develop artists, discipline leads, and production managers, including performance and career growth Contribute to department strategy, organizational structure, and long-term capability planning Oversee art production pipelines, set quality standards, and ensure predictable, timely delivery across features, LiveOps, and R&D Guide backlog planning, prioritization, and execution in collaboration with discipline leads and cross-functional stakeholders Ensure clear ownership, accountability, and effective collaboration across teams Strategy and Operations Drive alignment between the Visual Department and with Game Design, LiveOps, Engineering, Production, and other departments on priorities, timelines, and deliverables Establish and improve visual team's processes, communication flows, and collaboration models- Shape and support the technical direction of art pipelines, tools, and workflows in collaboration with engineering, including integration of R&D outcomes into production Define and oversee vendor and outsourcing strategy, ensuring quality and efficiency Support standardization of tools, documentation, and best practices across the department Support financial planning, resource allocation, and scaling of the team What are we looking for? 5+ years of leadership experience in GameDev (e.g., Lead Artist, Art Manager, or Art Director) Experience leading teams of 10 or more people Confirmed experience contributing to commercial game titles in roles such as Tech artist, 3D artist, or Level Artist. Deep knowledge of art pipelines across disciplines (3D, Environment, Rendering, VFX, UI) Familiarity with game engines (e.g., Unity, Unreal, or proprietary engines) and industry-standard tools (e.g., Maya, Blender, Photoshop) Experience managing complex production environments, including backlog prioritization and live service delivery Ability to balance strategic thinking with hands-on problem solving Intermediate English (B2) or higher What additional skills will help you stand out? Experience working on an AAA project Experience working on a PvP project Work mode During the probation period: onsite After the probation period: onsite or hybrid (3 days per week in the office)


Your Match

How well this role fits your profile.

Company Intel

What employees say

Worked at wargamingen? Share your experience

Interested in this role?

Apply on the company's website.

Cover LetterConnect