Art

Art Lead

Full-time · Remote/Estonia

Own the visual vision and ship it — set one clear art direction per project, guard the quality bar, and lead the artists who bring it all to life.

The Role

  • Own the visual vision and ship it. Define a single, clear art direction for each project and shepherd it from concept to launch — turning scattered contributions into one cohesive, appealing, marketable look.
  • Guard the quality bar. Every asset that ships passes through you: consistent, on-brand, performant. Nothing goes in without your seal of approval.
  • Obsess over first impressions. Players decide in seconds whether they stay. Thumbnails, key art, badges, icons — get these right and you win the front page; get them wrong and great work goes unseen.
  • Range widely. One week you’re setting the style for a new project, the next you’re reviewing VFX, sanity-checking environment art, or tuning a marketing thumbnail. We’d rather you be fluent across 2D, 3D, VFX, environment, animation and sound than boxed into one discipline.
  • Shape the games, not just dress them. Push on design, flag readability problems, and bring art thinking into reviews. Your visual instincts should influence what we build, not just how it looks.
  • Work shoulder to shoulder with design, tech, production, and marketing. Most of the job is communication — align on readability, performance budgets, and priorities, plainly and kindly, on calls and in writing.
  • 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 and mid-level artists 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 optimization issues before they hit the game, not after.
  • Back your team. Mentor 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 the art on shipped games or serious projects — solo, in a team, or some mix.
  • Hands-on Roblox art experience, or comparable game-dev work across areas like 3D, VFX, environment art, animation, or UI. (Blender, Adobe art kit)
  • A portfolio that shows both craft and range — be clear about which parts were yours and what you directed versus made.
  • An eye for consistency and an instinct for when something’s off, plus the stubbornness to keep pushing an asset to its perfect completion.
  • The ability to set a 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 beautiful.

Nice To Have

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

  • Something you art-directed and shipped yourself: a Roblox place, an indie build, or a game-jam entry.
  • Even better if you’ve kept a live Roblox experience visually fresh and updated over time.
  • A genuine read on what Roblox players find appealing and how the front-page algorithm rewards strong visuals.
  • A working sense of performance budgets and optimizing assets for a large player base.
  • Hands-on skill in one or more of: 2D, 3D, VFX, environment art, animation, or sound.
  • Time spent mentoring or leading artists in remote, self-managing teams.
  • Extra strings to your bow such as marketing art, UI/UX, or design.