Open role
Lead Artist
Define the visual identity of an original IP from a blank page.
Who We Are
Oina Studio is an independent Canadian game studio developing premium story-driven games for PC and console. We believe modern engines now let small teams deliver production value that once required hundreds of people.
We focus on single-player experiences: strong stories, characters worth caring about, and worlds that come alive the closer you look. Our first game is a narrative adventure of growth and companionship, drawn from Kazakh mythology. We build solid pipelines and keep the creativity and agility of a small team.
The Role
We are looking for an artist to define the visual identity of an original IP from a blank page.
Your first deliverable is the art of a vertical slice that publishers will judge at the end of your first 90 days. This will be the foundation of the art style of the game.
You will be the first art hire and the person who establishes what this game looks like. This is a hands-on creative role first — you'll be making art for the majority of your time — and a leadership role second, as you build and guide the art team through Prototyping and into production.
The art style needs to be expressive, achievable by a small team, and readable at the gameplay scale the game demands. You'll own the visual direction of the debut title and work directly with the founder to develop and defend the art style through every production phase.
What You'll Own
Art and visual direction (primary)
- Define and document the visual style of the debut title — environment, characters, UI, VFX
- Create key art, style guides, and reference sheets that define how this world is drawn — the documents the art team grows into
- Build environment and character assets for the Prototyping and Vertical Slice milestones
- Establish and own the art pipeline end-to-end: modeling, texturing, rigging, import, LOD, and in-engine setup
- Own character animation for the vertical slice. Character performance carries the game's emotional beats; it cannot be an afterthought
- Develop concept art for pitches, publisher presentations, and internal alignment
Art leadership
- Define art standards, naming conventions, and asset review process
- Set the quality bar and review every asset against it; give clear, actionable feedback
- Coordinate with Lead Developer on engine-side technical constraints: polycount targets, texture budgets, shader complexity, platform requirements
- Own the art schedule and scope estimates for each milestone; flag risks early
- Build a team of 3–5 artists as the studio grows into production
Who You Are
- Independent and self-directed — comfortable being the sole artist at the start, able to scope and prioritize without hand-holding
- A clear communicator — you give feedback people can act on
- Drawn to character performance — you care whether a character's acting lands, not just whether the model is clean
- Ready to define a style and defend it through every production phase
What We Are Looking For
Required
- 4–5 years minimum experience in games art, including 2+ years at senior or lead level on a shipped commercial title
- Strong portfolio showing environment, character, or stylized art — ideally covering more than one discipline
- Proven ability to define and document a visual style from scratch, not just execute within an existing one
- Fluency in a standard 3D and texturing toolchain
- Experience building and managing an art pipeline in a major real-time engine
Nice to have
- Shipped a narrative or RPG indie title where visual storytelling was central
- Concept art skills (or ability to direct a concept artist)
- Hands-on character animation, or a track record of directing animators to a quality bar
- Fluency in French
What You'll Gain
Compensation
- Competitive salary plus meaningful founding-team equity, with step-ups at funding milestones. We build the package around the right person and what they need to make this work
- Equity: 4-year vesting, 1-year cliff
Benefits and culture
- Remote-first; preference for candidates based in or willing to work Eastern Time (ET)–adjacent hours
- 3 weeks paid vacation minimum; studio closes between Christmas and New Year
What this role gives you that bigger studios can't
- First art hire: you define the visual language of an original IP
- Direct authorship — your creative choices become part of the shipped game
- You own your domain, and the team commits to your decisions
What Success Looks Like
First 90 days
- Visual style locked and documented in a style guide within your first two weeks
- Concept art for 3 characters, 4 environments, and 3 key moments approved
- Steam page art delivered by day 45: capsule, screenshots, page assets
- Vertical slice art shipped by day 90 with the quality bar met; key art and trailer visuals delivered for launch
6 months
- Art bible v1.0 delivered — complete enough that anyone joining works inside it without drift
- Next Fest demo presented at full visual quality
- Funding applications supported with presentation materials
Year one
- Art roadmap to launch defined
- Production-quality assets shipping at a predictable cadence
- Pipeline, standards, and review process ready for the first art hires
Our Process
- Intro call with the founder
- Take-home assignment
- Final interview
- Offer
Apply
Your application and CV go straight to the founder and are used only to consider you for this role.