Role
What the work is
Responsibilities
- Searching and developing the form: thumbnails, silhouettes, variants, selection together with the art lead.
- Production finals: orthographic views, details, cutaways, scale callouts.
- Working inside the art direction and the style of the project, not your own manner.
- Block-ins and kits in 3D where that is faster and more precise, painted over afterwards.
- Supporting the asset in production: answering modellers, revisions along the way.
- Gathering and breaking down reference, and explaining why the object is built the way it is.
Requirements
- Three years or more in game production on concept art.
- A portfolio with production examples, not only striking illustrations.
- Composition, perspective, light and material at a level that explains the object without words.
- Working in someone else's style and holding it across a series.
- An understanding of production limits: what of this can actually be built.
- Comfort with revisions and with the art lead feedback loop.
Nice to have
- A 3D block-in as part of your own method.
- Concepting gear and weapons.
- Key art and presentation graphics.
- Photogrammetry and high-resolution photobashing.
- Standing up a discipline or mentoring.
Questions
Questions about the role
Is this illustration or production concept?
Production. The art has to answer the modeller, not only look good.
Can I work through a 3D block-in?
Yes. We care about the result and the speed, not the purity of the method.
Whose style do we work in?
The project's. Hitting its direction matters more than your own signature.
The discipline is new — what does that mean for the role?
More influence on how the process is built, and fewer rails already laid.
What is the employment type?
Full-time or contract, remote.
Is the test task paid?
Yes. Every stage we accept is paid.
Apply for this role
Send a portfolio and a few words about the work you want to take on.
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