Somebody has to turn "a weathered mercenary who's lost everything" into a face people remember. That's the work β and it starts before a single line of code or animation exists.
We're looking for a
Remote Concept Artist to help shape the visual direction of projects across gaming, animation, and digital media, at an annual salary of $130,000. You'll take rough briefs β sometimes just a paragraph, sometimes a mood and a color β and turn them into characters, environments, and props people actually feel something about.
What You'll Spend Your Days On
- Designing character, environment, and prop concepts that match a project's tone and themes.
- Working with design teams to keep concepts aligned with narrative and gameplay needs.
- Taking illustrations from rough sketch through to polished, presentation-ready artwork.
- Joining brainstorming sessions and contributing ideas, not just execution.
- Taking feedback well, applying it without losing what made your version work in the first place.
- Keeping visual consistency across a project as it moves through production.
- Building mood boards, color keys, and reference sheets that help the rest of the team see what you see.
How the Work Actually Happens
This is a fully remote position, and it's built to flex around how you work best β early mornings, late nights, wherever your focus lives. You'll still be closely connected to art directors and narrative designers, since concept work rarely happens in a vacuum. Roles like this one turn upΒ
onΒ Naukri Mitra fairly often, matching illustrators and concept artists with studios that actually give feedback rather thanΒ just collecting files.
What You'll Be Working In
- Adobe Photoshop and Illustrator.
- Procreate for sketching on iPad.
- Clip Studio Paint for line-art and comic-style work.
- Miro or Figma for mapping out visual ideas with the team.
- Slack and Zoom for day-to-day communication.
- Google Drive and Notion for organizing assets.
If you've got a workflow that works better for you, bring it. Nobody's precious about the tool as long as the output lands.
What You'll Need to Bring
Minimum required education:
High school diploma or equivalent β for this role, a strong portfolio carries more weight than a degree. You'll also need
3 or more years of professional illustration or concept art experience.
- A portfolio that shows real range in character and environment design.
- A solid handle on anatomy, composition, lighting, and color theory.
- The ability to take a written brief and turn it into a visually specific outcome.
- Comfort giving and receiving feedback without it becoming a whole thing.
- The discipline to hit deadlines without sanding down what makes your work distinct.
Also Good to Have
- Experience working in remote or asynchronous art teams.
- Comic, animation, or game industry background.
- Familiarity with pitching or presenting concepts directly to a creative director.
Who Tends to Do Well Here
Usually someone who thinks in stories as much as in shapes. You'll do fine here if you treat feedback as part of the process rather than a personal critique, and if you genuinely like the back-and-forth of collaborative art direction β not everyone does, and that's fine, but this role leans on it constantly.
Growth, Not Just a Paycheck
There's an annual stipend for skill-building, access to illustration masterclasses, and a real path toward leadership within the visual development side of the studio. Strong work gets seen β internal showcases and artist features exist specifically so your name attaches to what you make, not just the project's.
Pay and Benefits
- $130,000 annual salary.
- Fully remote with flexible working hours.
- Paid creative leave and dedicated wellness days.
- Health coverage, including mental wellness support.
- Reimbursement for tech, tablets, or desk setup that helps you do better work.
- Annual equity reviews and merit-based bonuses.
Apply
Open to candidates in the USA, Canada, the UK, the EU, Australia, India, and several other regions. Send your portfolio along with your resume β we're less interested in a perfect CV and more interested in seeing how you think through a design problem from brief to final piece.