Arrowhead
the team behind Magicka, The Showdown Effect, Gauntlet and Helldivers are now seeking multiple artists to work on an upcoming project unlike any of our others. Were now taking the next step with the studio and raising the bar of quality in our games, while retaining all of the Arrowhead spirit and core values.
If youre an artist, whos talented, experienced, passionate and down-right fantastic then why not check out our open positions and start applying?
So, what are you waiting for?
Come join us!PLEASE NOTE: This job listing is for full-time positions, working at the Arrowhead Studios as part of the team. Therefore we are unfortunately not accepting any freelancers and you MUST be able to relocate to Sweden. If you live outside of the country, please also note that we are unable to provide help with the relocation costs, and you must have a valid working permit in place when applying.Who were after right now:- Generalist Artists, with a focus on Environment.
- Technical Art Generalist, with a focus on Shaders, Particle FX and UI.
Some general information:
We look for candidates that have experience working in games development, preferably a few years. This is primarily to ensure that those applying are able to fit into a team and provide solid assets from day one. Artists are required to work closely with all parts of development and so strong communication and team skills are essential.
Arrowhead is a flexible studio, and artists are required often to work on different aspects of the game. Although we are primarily after Environment Artists, we ask that artists are comfortable helping out across all fields; be it 2D, Environment, Particle FX or Character art.
We also take on interns with very strong portfolios.
Please note: You must be able to relocate to Sweden.
Asset creators! We look for the following:
- Experience with art for AAA game projects.
- Strong understanding of form, composition, silhouette and lighting.
- Ability to work independantly to bring an asset from start to finish.
- Excellent communication and teamwork skills.
- Flexibility to work adapt to different art tasks.
- Ability and willingness to learn tools, middleware applications and scripting.
- Excellent understanding of Maya, PBR Workflow, and AAA engines such as Unreal Engine 4.
- Burning passion for games and games development.
Nice-to-have:- Side projects such as indie-titles, mods or equivalent
- Knowledge of other major art packages such as Z-Brush.
- Experience with tools such as Substance Designer and Quixel Suite or equivalent.
- Understanding of shaders, either node based construction or code (hlsl)
- Experience with Particle FX
- Programming skills
How to Apply:
We ask that all artists do our art test (
available here). Its great if you can do this before applying, but we realize you may be busy with an existing position. Feel free to send us an email first at
jobs@arrowheadgs.com to check.
Technical Art People:
Our tech artist role is a bit special (kinda like tech artists!).
We are looking for someone willing to work across many different areas; both to improve the lives of our content creators, and also to provide content for the games we work on.
We are most interested in hearing from you if you:- Enjoy working with shaders (code and node based is great, you also need an understanding of the maths involved)
- Have worked with visual FX: Particles, Shaders, Lighting, Post Processing and Screen FX.
- Have experience or interest in working with UI.
- Have a strong understanding of PBR pipelines.
- Are proactive in finding and solving problems in production.
- Love talking to team members from all disciplines and helping them out.
Strong programming and fundamental maths skills are essential. We also look for similar artistic traits as above; a strong art foundation is important.
How to Apply:
Want to apply for our Tech Artist role? Send us an email:
jobs@arrowheadgs.com
Looking forward to hearing from you!
Malin Hedström
Replies
We always and continually read all applications that come in, no matter if we're specifically looking for someone or not.
The simple answer is that we will stop hiring as soon as we have found enough good artists, we will take in new people as we find them and not in one big batch.