We are looking for a 2D/UI Artist to join our international team responsible for the development of Space Engineers 2. We are looking for creative people with the ability to see things from as many points of view as possible, those who are able to find ways and solutions for any kind of task that is given to them.
While this position is based at our headquarters in Prague, we offer the flexibility to work remotely from anywhere.
We are always looking for passionate colleagues who strive for technical and artistic excellence and enjoy pushing the boundaries of what’s possible.
If you enjoy challenging work, seek autonomy, thrive on impact and responsibility, and want to work in a friendly environment with an inspiring international team, then come and join us!
Responsibilities:Reports to Art Lead
Create professional looking promotional 2D materials based on in-game content
Ensure consistency in UI assets across different platforms and resolutions
Create all kinds of graphical content for Space Engineers 2 game which includes:
UI elements and mockups,
splash screens,
icons,
promo screenshots,
logos,
sketches and other 2D work
Take into account technical constraints and limits to propose feasible concepts
Make the necessary changes to ensure that the work conforms to the established artistic vision
Work collaboratively with the whole team and iterate using feedback to drive and polish features to a high-quality state
A minimum of 5+ years’ experience working as a 2D/UI/Marketing artist
Good skills in Adobe Photoshop and Adobe Illustrator
Familiarity with UI/UX best practices for games
Knowledge of Figma
Self-motivation, excellent communication and organization skills, team spirit, proactivity
Good knowledge of general rules of composition and graphic design
Strong understanding of color palettes and color grading
Fluent spoken and written English
International team
A friendly environment without a corporate approach
Work on already very successful games
Incentive system benefits – bonuses
Modern and comfortable offices in Prague (Orangeria – https://oranzerie.cz/ ) with coffee, tea, healthy snacks, and much more!
Unlimited home office
Possibility of (fully) remote cooperation, or a relocation package
5 weeks of vacation
Unlimited sick days
Company breakfasts and other company events (BBQ, parties, workshops,…)
Dedicated time for studying
What the selection process will look like:
- Collecting all documents and completing the entry form
- Screening and evaluating all received documents
- Art testing task (to be completed at home within a 21-day window)
- Task evaluation
- Interview with the Team Leader and HR
- Job offer
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What We Do
Keen Software House is an independent game development studio aiming to create games that are based on real science, real facts, real physics and real emotions. The company is mostly known for its popular titles, Space Engineers (released in October 2013 and sold 4 million copies) and Medieval Engineers (a sandbox game about engineering, construction and the maintenance of architectural works and mechanical equipment using medieval technology). The first titles that the studio developed are Miner Wars 2081 and Miner Wars Arena. In addition to their ongoing development of Space Engineers the studio develops its own in-house game engine, VRAGE, currently in the second version and its core feature is volumetricity of the environment. Space Engineers and Medieval Engineers are the first titles fully utilizing VRAGE 2.0.
Keen Software House has two areas of interest:
- independent game development: Space Engineers, Medieval Engineers, VRAGE engine
OUR MISSION:
We want to create games that are based on real science, real facts, real physics and real emotions. No magic & fantasy allowed.
If we step into the sci-fi area - as we did with Space Engineers and Miner Wars 2081 - we approach it from the hard-sci-fi angle. Every technology and every idea must be explainable using modern-era knowledge with very little extrapolation required.
In Medieval Engineers we hold on to historical accuracy as much as possible while not sacrificing fun, accessibility and intuitiveness.
We want to use our games to promote science and to encourage creativity. We want to revive the interest in space exploration, physics, history and all STEM fields. We want players to learn new stuff while playing our games.
We want to make our fans happy.







