We’re building a next-generation AI stack for large-scale, session-based vehicular combat. You’ll own end-to-end AI features—from behavior technical design to integration with our server simulation, sensory systems, telemetry, and ML inference services. You’ll help us move from “default bots” to adaptive, performant, debuggable opponents and squadmates that feel human without breaking fairness or the server budget.
What will you do?- Design & Implement Behaviors: Ship production-grade AI using GOAP, Utility AI, and/or BTs, choosing the right tool per feature (target selection, positioning, driving, firing, evasion, cooperation).
- Author Sensors & World State: Build reusable sensors, perception pipelines, blackboards/knowledge graphs, and data streams (LOS/LOF, threat & opportunity scoring, terrain/cover, trafficability, dynamic obstacles).
- Telemetry & Tooling: Add introspection/telemetry (action traces, scores, timers, counters), record-and-replay, debug overlays/heatmaps, and scenario harnesses for regression.
- Performance & Quality: Profile and optimize C++ AI systems (jobs/ECS/multithreading, memory locality, cache behavior, lock contention) to hit tight frame budgets.
- ML Inference Hooks: Integrate with model inference services, define data contracts, and gate ML policies safely behind deterministic fallbacks.
- Collaboration & Mentoring: Partner with gameplay, engine, online, and data teams; review code; mentor mid/junior engineers; uphold coding standards and test discipline
- Strong C++ (C++17/20) in large, real-time codebases; STL, templates, memory/perf, concurrency; solid debugging and profiling chops.
- Shipped features on at least one multiplayer or simulation-heavy title (AA/AAA or high-quality indie) with AI ownership.
- Deep knowledge of at least one AI architecture (GOAP, Utility AI, BTs) and practical understanding of when/why to use each.
- Experience building perception/sensing systems and scoring/utility functions, not just wiring nodes.
- Proven ability to design debuggability in from day one (telemetry, traces, visualization, reproducible test scenarios).
- Tools: Git/Perforce, CMake, Visual Studio/Clang, CI fundamentals.
Python 2.7 and 3.10+ for tooling or scripting; binding Python↔C++ and shipping safe/native bridges.
Hands-on with ML for games (data collection, labeling, offline training, online inference, A/B evaluation); familiarity with RL/imitation learning concepts.
Experience with inference runtimes (ONNX Runtime, Triton), serialization (protobuf/flatbuffers), and service plumbing (gRPC/HTTP, Kafka/Kinesis).
Navigation for vehicles at scale (terrain analysis, cost fields, flow fields, RVO/ORCA).
Prior end-to-end AI work on shipped or open-source titles (e.g., OpenTTD/Quake mods) showing full ownership from design to debugging.
- Exposure to ECS/job systems, lock-free structures, and SIMD; Windows/Linux cross-platform builds.
- C++17/20, custom engines, internal ECS/job systems
- Python 2.7 (tooling/scripting on one title), 3.10+ (machine learning)
- Build/CI: CMake,Teamcity
- Observability: internal telemetry, replay tools, debug UIs/overlays
- (Optional) ML: ONNX/TorchScript/TensorRT, gRPC/REST service
- Ship a robust AI behavior slice (e.g., target selection + driving + firing loop) with clear KPIs (engagement quality, fairness, perf budget).
- Deliver a sensor & scoring framework that other engineers/designers can extend safely.
- Stand up AI telemetry & replay that shortens bug reproduction cycles from days to hours.
- Integrate and harden one ML-backed component behind toggles and fallbacks.
- Short note on an AI system you owned: problem, architecture choice, trade-offs, and how you measured success.
- Links to demos, videos, or repos (including open-source or modding AI work).
- (Optional) A brief example of a telemetry view or replay harness you built.
- Remote (from anywhere within the selected country/EU).
- Employment Contract (umowa o prace)
Benefits and perks are tailored to the local market and culture. Our benefits in Warsaw include:
- Additional paid time off (5 Personal Days, Birthday Leave) on top of the statutory minimum
- Sick Leave 100% Compensation (10 days per calendar year)
- Career development and education opportunities within the company
- Premium Private Health Care
- Mental well-being program (iFeel)
- Multisport card
- Personal Gaming Account
- Company events
- Seniority Awards
- Referral program - you can recommend the best talents to the Company and receive a reward
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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What We Do
Wargaming is an award-winning online game developer and publisher headquartered in Nicosia, Cyprus. Delivering legendary games since 1998, Wargaming has grown to become one of the leaders in the free-to-play MMO gaming industry with 5,000+ employees in multiple offices around the world.
Over 200 million players enjoy Wargaming’s titles, including the top-of-the-line projects World of Tanks, World of Warships, World of Tanks Console, and World of Warships Legends, across all major gaming platforms.
Today, we also actively create mobile products within the MS-1 studio that develops colorful games for mobile and portable platforms. The team's portfolio includes the World of Tanks Blitz cross-platform shooter that has been downloaded more than 120 million times worldwide.
A career with our company means always meeting interesting challenges and gaining valuable experience while working with world-class experts. Take your place among our passionate and experienced team and bring out the best in yourself at Wargaming!