2D Top-Down Pixel Artist

Platforms
PC, Console, Mobile
Target Audience
Steampunk & Casual Gamers
Current Status
Prototype, Beta 2026
Location
Remote / Worldwide

The Job

You're here to pixel. But not just any pixel.

You’ll shape chickens, chimneys, conspiracies, one frame at a time.

This isn’t just about pretty sprites. It’s about building a world where every puddle matters, every blink is a choice, and every idle animation flirts with perfection.

We’re not looking for perfectionists. Just people who care too much about things that barely move.

The World

It’s like Stardew got ghosted by Frostpunk and now lives on an island full of secrets.

You’re not just planting carrots. You’re restoring a failed soul experiment in a crumbling steampunk colony where the dead whisper through machines and the Empire wants its cut.

So yeah... cozy, with consequences.

The Gig

You’ll be the reason our world doesn’t look like a prototype mockup from 2003.

As our 2D Top-Down Pixel Artist, you’ll create expressive characters, moody environments, and animations that actually feel alive, from idle stares to action frames.

You’ll work closely with our designers, devs, and UI folks to keep the visual style consistent across a growing steampunk island full of ghosts, gears, and bad decisions.

We care about vibes, but we also care about feedback. You’ll iterate, polish, and push your art, because here, every pixel pulls weight.

You, Probably

You’re probably someone who zooms in way too far.

You’ve spent an hour adjusting one pixel and called it "workflow."

You know Aseprite like your coffee order, and if you’ve ever exported the wrong sprite sheet at 3am, you’re not alone.

You don’t need to be perfect. Just curious, collaborative, and allergic to mediocrity.

Fluent English helps. A strong portfolio speaks louder. Experience is great. Obsession is better.

The Deal

We’re not backed by billionaires.

We’re a passionate indie team building something weird, emotional, and actually worth finishing.

There’s no salary (yet), but there is shared ownership, creative freedom, and a front-row seat to every glorious design argument.

We pay in feedback, flair, and future revenue.

How to Join

No portals. No cover letters to the void.

Just send us an email with your portfolio and a few words about you.

Tell us what you love making, what you secretly wish games would do better, or what pixel you’re most proud of.

Seriously. We’re nice.

FAQ: Application Stuff

Okay, but how does this actually start?

You send us your stuff. We read it. Then we talk. Usually just a casual intro call.
No stress, no suits, just seeing if we click.

Then what?

Your mail goes straight to a human (hi).
We go through your work carefully and get back to you directly.
If we see potential, we chat.

How long do I stare at my inbox?

Fast. Like "is this automated?" fast. (It’s not.)
Expect a response within 1–2 days, unless we got eaten by feature creep.

Do I need game industry experience?

Nope. If you’ve got the skill and the drive, we’re listening. Some of us started in weird places too.

How much time do I need to commit?

Flexible. Most of us work on this next to jobs, studies, or life.
We aim for momentum, not burnout.

Will I keep ownership of my work?

Yes. Everything’s transparent. We credit properly and use what you agree to share.
No weird fine print.

What tools do you use?

Depends on the role. Mostly Aseprite, Photoshop, Figma, Unity, Notion, Git, Google Drive, Discord, and unhealthy amounts of tabs.

Where is the team based?

All over. We’re a remote-first team with a central base in Nürnberg Germany, working across continents, and time zones.

Do I get thrown into the code pit?

You get some starter tasks, meet your main contact person, and we ease you into the chaos.
No sink-or-swim. More "here’s the shallow end, also we brought floaties."

Should I hurry?

Nope. The door stays open until we find the right fit.
If you're reading this and it sounds like you, go for it.

Contact