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LeadГибридПолная занятость

Lead Technical Artist - Tools and Pipeline

Оценка ИИ

Hangar 13 — это престижная AAA-студия, работающая над известными франшизами. Позиция предлагает высокий уровень влияния на процессы разработки и возможность работы с передовыми технологиями (UE5), хотя и требует обязательного присутствия в офисе.


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Сложность вакансии

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Оценка ИИ

Роль требует редкого сочетания глубоких технических знаний (UE5, Python, C++), опыта руководства командой и участия в выпуске как минимум двух AAA-проектов. Высокая ответственность за архитектуру пайплайнов всей студии делает эту позицию крайне сложной.

Анализ зарплаты

Медиана5 500 €
Рынок4 500 € – 7 000 €
Оценка ИИ

Предлагаемая позиция Lead-уровня в Чехии обычно оплачивается выше среднего по рынку из-за дефицита специалистов такого профиля в геймдеве. Указанный диапазон отражает текущие рыночные реалии для международных студий в Брно.

Сопроводительное письмо

I am writing to express my strong interest in the Lead Technical Artist (Tools and Pipeline) position at Hangar 13. With extensive experience in the AAA games industry and a proven track record of shipping multiple titles, I have developed a deep expertise in architecting scalable content pipelines and designing custom tools that empower art teams. My background aligns perfectly with your need for a leader who can bridge the gap between art, engineering, and design while mastering Unreal Engine 5's ecosystem.

Throughout my career, I have focused on streamlining production through Python scripting, Blueprint development, and the implementation of robust version control workflows using Perforce. I am particularly excited about the opportunity to manage cross-discipline collaboration and oversee external co-development partners, ensuring technical standards are met across the board. I am eager to bring my leadership skills and technical vision to the talented team in Brno and contribute to the creation of immersive, narrative-rich experiences that Hangar 13 is known for.

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Присоединяйтесь к Hangar 13 и возглавьте разработку пайплайнов для создания игр мирового уровня!

Описание вакансии

Job TitleLead Technical Artist – (Pipeline/Tools)
DepartmentArt
Location(s)Brighton / Brno
Reports ToTechnical Art Director
Job TypePermanent

Who We Are

Hangar 13 is an internal 2K development studio that crafts unforgettable AAA gaming experiences across all major platforms . With studios in Brighton (UK), Brno, and Prague (CZ), we work as one team to bring to life narrative-rich games that keep players immersed. Each of our locations provides the opportunity to work with some of the most talented developers in the industry, on creatively challenging and exciting projects, in a diverse and welcoming environment.

Job Summary

We are seeking a highly skilled Lead Technical Artist to lead the design and development of scalable content pipelines and production tools for our projects. In this role, you will define workflows, create tools to streamline production, and act as the bridge between artists, engineers, and design teams.

Your leadership will ensure that art teams can produce high-quality, performant assets efficiently, while maintaining flexibility for rapid iteration. You’ll guide a team of technical artists, support cross-discipline collaboration, and set the standards for how content is created, managed, and deployed across multiple projects.

In addition to leading internal team members, you will also oversee and collaborate with external co-development partners, ensuring their work aligns with our creative vision, technical standards, and production goals. 

Please note we do require someone to be onsite at one of our Studios at least 3 days a week.

Duties and Responsibilities

  • Architect and maintain scalable pipelines for all content disciplines — including environments, characters, animation, vehicles, materials, VFX, and cinematics.
  • Design and implement custom tools, scripts, and workflows to increase efficiency, reduce errors, and standardize asset integration.
  • Partner with engineering to extend UE5’s editor functionality and improve asset processing.
  • Work with content creators to ensure pipelines are user-friendly, scalable, and optimized for production needs.
  • Establish best practices for asset versioning, content validation, and automated build processes.
  • Lead, mentor, and inspire your team, setting quality and productivity benchmarks. Conduct regular reviews, provide feedback, and support professional growth within the team.
  • Coordinate with production to manage priorities, schedules, and resourcing for development.
  • Collaborate & support outsourcing partners by defining pipeline requirements and ensuring seamless integration of external content.

Essential Skills, Attributes and Experience

  • Extensive  experience in the games industry, with at least 2 shipped AAA titles.
  • Proven track record as a Senior or Lead Technical Artist with pipeline and tools focus.
  • Expert knowledge of Unreal Engine 5’s editor, content pipeline, Blueprints, and asset workflows.
  • Proficiency in scripting/programming languages (Python, C++, C# or similar), with a focus on framework design & implementation.
  • Strong understanding of version control (Perforce) and build/automation systems (Jenkins, Unreal Build Tools, CI/CD pipelines).
  • Excellent problem-solving, communication, and leadership skills

Highly Desirable

  • Experience with automated content validation and performance profiling tools.
  • Familiarity with large-scale open-world production pipelines in UE5 (World Partition, data layers, HLODs).
  • Experience integrating procedural workflows (Houdini, Substance Designer) into pipelines.
  • Knowledge of shader/material pipeline integration and optimization.
  • Background in outsourcing/vendor management and pipeline support across distributed teams.

Hangar 13  prides itself on the diversity of its team members, partners, and communities.  For this reason, we remain committed to providing equal employment opportunity in all aspects of the employment relationship, from recruitment and hiring through compensation, benefits, discipline and termination.

As an equal opportunity employer, we are also committed to ensuring that qualified individuals with disabilities are provided reasonable accommodation(s) to participate in the job application and/or interview process, to perform their essential job functions, and to receive other benefits and privileges of employment.  Please contact us if you need to request reasonable accommodation.

SECURITY NOTICE - We have recently been made aware of increasing occurrences of bad actors posing as company HR personnel to gain information from "potential candidates", in the form of job interviews and offers. These scams can be quite sophisticated and appear legitimate.

Please know that Hangar 13 and 2K never use instant messaging apps to contact prospective employees or to conduct interviews.

If you believe you have been a victim of such a scam, you may fill out a complaint form at https://complaint.ic3.gov/ and https://reportfraud.ftc.gov/ detailing as much as possible. We are taking these matters very seriously and apologize for any inconvenience.

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##LI-MW1

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Навыки

  • Unreal Engine 5
  • Python
  • C++
  • Perforce
  • Jenkins
  • Blueprints
  • Houdini
  • Substance Designer
  • CI/CD

Возможные вопросы на собеседовании

Проверка опыта работы с инструментарием конкретного движка, указанного в вакансии.

Расскажите о самом сложном инструменте или расширении для редактора UE5, которое вы разработали для оптимизации работы художников.

Важная часть роли — архитектура процессов.

Как бы вы спроектировали пайплайн валидации ассетов для крупного проекта с открытым миром, чтобы минимизировать ошибки при сборке билда?

Вакансия предполагает управление командой и внешними партнерами.

Как вы подходите к контролю технического качества ассетов, поступающих от внешних аутсорс-партнеров?

Проверка навыков автоматизации.

Опишите ваш опыт интеграции систем CI/CD (например, Jenkins) в процесс производства игрового контента.

Оценка лидерских качеств.

Как вы разрешаете конфликты между художественным видением команды и техническими ограничениями производительности движка?

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