2D/UI Artist - Advanced/Senior

Reposted 8 Days Ago
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Hiring Remotely in Praha, Hlavní město Praha, CZE
In-Office or Remote
Mid level
Gaming • Software
The Role
Design and produce 2D and UI assets for Space Engineers 2, including UI mockups, icons, splash screens, logos, promo materials, and screenshots. Ensure cross-platform consistency, work within technical constraints, iterate with feedback, and collaborate with the team to polish features to high quality.
Summary Generated by Built In

We are looking for an Advanced/ Senior 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!

Check out our latest gameplay preview: Watch the SE2 trailer

Required Profile
  • 3+ years of professional experience as a 2D/UI Artist in the video game industry (mandatory)
  • Strong portfolio demonstrating:
    • In-game UI systems

    • Clear information hierarchy

    • Iconography

    • Layout and interaction thinking

  • Advanced skills in Adobe Photoshop and Illustrator
  • Practical experience with Figma
  • Solid understanding of UI/UX principles for games
  • Strong sense of composition, typography, color theory, and visual balance
  • Ability to receive feedback and iterate efficiently
  • Proactive, self-driven mindset
  • Fluent English (spoken & written)

Due to the seniority of this role, we will only consider candidates who meet the requirements above.

Key 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

What we value:
  • Hold yourself to A-player standards
  • Speed, clarity, and ownership – we expect results, not status updates
  • Prototyping mindset – test things quickly, iterate fast, and only polish what works
  • Direct communication and execution – no politics, no hiding behind blockers, no red tape

What you’ll find at Keen Software House:

Impact

  • Leave your mark on one of the most technically ambitious sandbox engineering games ever made.
  • Join an international team tackling hard problems

How we work

  • Hybrid by default: work from home when you want
  • Low bureaucracy, fast decisions

Time off & wellbeing

  • 5 weeks’ vacation
  • Flexible sick leave

Workspace

  • Modern offices at Oranžerie, Prague — quiet focus zones, beautiful garden, great daylight, quality equipment, bike storage, gym and shower, fully stocked kitchen, lunches prepared by our private chefs

Community

  • Regular team breakfasts, workshops, and relaxed meetups (BBQ, game nights, parties, teambuildings)
 

Skills Required

  • 3+ years of professional experience as a 2D/UI Artist in the video game industry
  • Portfolio demonstrating in-game UI systems
  • Portfolio demonstrating clear information hierarchy
  • Portfolio demonstrating iconography skills
  • Portfolio demonstrating layout and interaction thinking
  • Advanced skills in Adobe Photoshop
  • Advanced skills in Adobe Illustrator
  • Practical experience with Figma
  • Solid understanding of UI/UX principles for games
  • Strong sense of composition, typography, color theory, and visual balance
  • Ability to receive feedback and iterate efficiently
  • Proactive, self-driven mindset
  • Fluent English (spoken and written)
  • A-player standards, speed, clarity, and ownership
  • Prototyping mindset and rapid iteration
  • Direct communication and execution focus
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The Company
HQ: Břevnov
0 Employees
Year Founded: 2010

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.

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