Art

UI/UX Lead

Full-time · Remote/Estonia

Own the 2D and interface look — icons, thumbnails, HUDs, and menus with one clear direction, so everything feels like one game rather than a pile of parts.

The Role

  • Own the 2D and interface look, and ship it. Icons, badges, thumbnails, HUDs, menus, shop screens — define a clear 2D and UI direction for each project and carry it from concept to launch, so everything feels like one game rather than a pile of parts.
  • Guard the quality bar. Every 2D asset and screen that ships passes through you: consistent, on-brand, readable, performant. Nothing goes in without your seal of approval.
  • Obsess over feel and clarity. Interfaces players understand without a tutorial, flows that get them where they’re going, buttons that respond and feedback that lands. Getting UX right is most of the job — pretty screens that confuse players don’t count.
  • Obsess over first impressions too. Players decide in seconds. Thumbnails, icons, and store art are your front line — get them right and you win the front page; get them wrong and great work goes unseen.
  • Range widely. One week you’re designing a progression menu, the next you’re drawing icons, laying out a shop, or tuning a marketing thumbnail. We’d rather you be fluent across 2D art, UI, and UX than boxed into one.
  • Shape the games, not just skin them. Push on design, flag readability and usability problems early, and bring UX thinking into reviews. How players move through the game is a design problem, and your voice carries real weight in it.
  • Work shoulder to shoulder with design, engineering, production, and marketing. Most of the job is communication — align on readability, layout, performance budgets, and priorities, plainly and kindly, on calls and in writing. Hand engineering clean, buildable specs and assets, not guesswork.
  • Lead the people, not just the pixels. Break work into small, achievable steps with clear acceptance criteria, give fast and actionable feedback, and keep junior artists and designers moving happily without constant rework.
  • Size the work honestly with production, name the risks up front, and surface scope, time, or quality blockers before they bite.
  • Keep performance in mind on every asset. Catch texture, memory, and layout issues before they hit the game, not after.
  • Back your team. Mentor 2D and UI artists, explain the why behind feedback, celebrate wins, and protect a can-do studio culture without ego.

What We’re Looking For

None of these are hard requirements — strong candidates tend to have most of them. If a couple are missing but you make up for it elsewhere, apply anyway.

  • A track record of leading or anchoring 2D and UI/UX on shipped games or serious projects — solo, in a team, or some mix.
  • Hands-on Roblox 2D/UI experience, or comparable work across icons, HUDs, menus, and interface systems.
  • A portfolio that shows both craft and usability — clean visuals and flows that make sense — and be clear about which parts were yours.
  • An eye for consistency and an instinct for when a screen is off, plus the stubbornness to keep pushing it to its perfect completion.
  • The ability to set a UI style guide and actually enforce it through the messy middle of production.
  • Comfort giving feedback that’s specific, kind, and moves both the asset and the artist forward.
  • Self-direction — you unblock yourself and your team quickly and are happy owning outcomes.
  • Clear communication in English, written and spoken.
  • You actually play games, and you care about making them feel great to use.

Nice To Have

Not needed to apply — but any of these will strengthen your case.

  • Something you designed and shipped yourself: a Roblox place, an indie build, or a game-jam entry with UI you owned.
  • Even better if you’ve kept a live Roblox experience’s interface fresh and updated over time.
  • A genuine read on what Roblox players find appealing and how the front-page algorithm rewards strong 2D and thumbnails.
  • Comfort with component-driven Roblox UI (React-Lua and the like) and how designs actually get built.
  • A working sense of motion/UI animation and how feedback and juice make interfaces feel alive.
  • Time spent mentoring or leading artists in remote, self-managing teams.
  • Extra strings to your bow such as marketing art, 3D, VFX, or broader visual design.