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Content Pipeline Engineer

Job in Royal Leamington Spa, Warwickshire, CV32, England, UK
Listing for: Pixel Toys
Full Time position
Listed on 2026-07-13
Job specializations:
  • Software Development
    Game & 3D/XR Development, Software Engineer
Salary/Wage Range or Industry Benchmark: 60000 - 95000 GBP Yearly GBP 60000.00 95000.00 YEAR
Job Description & How to Apply Below

Based in the heart of Leamington Spa, Pixel Toys have spent over a decade pushing the capabilities of mobile and VR gaming. We have developed multiple award‑winning titles, including:
Warhammer 40,000:
Freeblade, Warhammer Age of Sigmar:
Realm War; and we’re now excited to be exclusively working on a new game, unlike any thing we’ve done previously!

As a forward thinking and innovative studio we are always looking for new technologies and techniques to develop and use in our games and make them even more engaging experiences for our customers.

We are excited to continue to grow our team and are always on the lookout for highly talented and motivated individuals, who are passionate about gaming and excited to join us on our ambitious journey!

The Role:

Join us as a Content Pipeline Engineer at Pixel Toys and take ownership of the journey that our game content takes from the Art team’s authoring tools straight into the live game.

Operating at the vital intersection of Art, Technical Art, and Engineering, you will be the key, crucial bridge; translating artistic vision into robust technical realities for our AAA mobile product. In this role you will collaborate closely with discipline leads, artists, and engineers to define processes, establish content standards, and drive our technology forward, where your architectural ideas directly shape our content workflows and push the limits of mobile hardware.

Your day-to-day will see you involved in designing, building, and maintaining sophisticated tools, scripts, and automation that streamline how artists author, validate, and deliver their work, thereby drastically reducing manual steps and turnaround times.

Within the Unity Engine, you will construct robust editor tooling including custom inspectors, Editor Windows, property drawers, and Scriptable Objects to provide artists with fast, reliable workflows. Simultaneously, you will develop and maintain export tools within major DCC packages like Maya, 3ds Max, and Blender, creating a seamless and validated pipeline that produces perfectly game‑ready content every time.

You will also gain opportunity to take a deep dive into Unity’s core architecture, and see yourself designing and maintaining import pipelines using custom importers, the Asset Database, and Unity’s serialization system. Beyond the pipeline itself, you will support the integration of shaders, materials, and visual effects within the Universal Render Pipeline (URP), ensuring everything aligns with automated validation rules and performance budgets.

Leveraging tools like the Unity Profiler, Memory Profiler, and Frame Debugger, you will proficiently profile and optimize content for build size, memory, draw calls, and load times, ensuring our games run flawlessly across mobile devices.

About you:

You will join us as an effective hybrid engineer who sits comfortably at the crossroads of Art, Technical Art, and Unity programming, with demonstrated professional experience in building art pipelines and editor tools. Your deep, hands‑on expertise in the Unity Engine is paired with a comprehensive understanding of how DCC tools like Maya, 3ds Max, and Blender export content, backed by proven experience scripting and automating them using Python, MEL, or MaxScript.

You also understand and appreciate the intricate relationship between technical asset creation and production workflows, making you uniquely qualified to connect content creation tools with runtime game systems reliably.

Your technical palette includes an in-depth mastery of Unity’s asset import architecture (including Scripted Importers, Asset Postprocessors, and the Asset Database), alongside a sophisticated understanding of the serialization system, Scriptable Objects, and prefab workflows at scale.

You are highly proficient in building custom Unity Editor tooling and have practical experience managing complex Addressables strategies, handling everything from dependency catalogs to memory‑aware runtime loading.

Furthermore, you possess a solid working knowledge of Unity’s rendering stack, meaning URP, Shader Graph, HLSL, and mobile‑specific asset compression are concepts you navigate with…

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