2D Artist/Animator

Our client is an international company that has created a unique gaming console that unites the physical and digital worlds. The entertainment system combines modular hardware, immersive software, and creative game design, creating a completely new category of interactive entertainment.

2D Artist/Animator
Full-time
English: Upper-intermediate

About the Role:

We are looking for a skilled 2D Artist/Animator with strong frame-by-frame (FBF) animation skills to help bring unique worlds and characters to life. This role goes beyond simple sprite rotations - we need someone who can create full multi-state asset sets (idle, walk, turn, attack, hit, death, FX, etc.) and collaborate closely with designers and engineers to ensure animations are visually appealing, technically optimized, and performant on constrained devices.

What You’ll Do:

● Create multi-state 2D assets (characters, objects, FX) with full directional and phase variations (e.g., 8 directions, multiple action states)

● Produce frame-by-frame animations for characters, objects, and screen effects (explosions, trails, flashes)

● Prepare clean and optimized sprite sheets/atlases with consistent sizes, pivots, fields, and minimal blur

● Export production-ready packages (PNG atlases, JSON/CSV metadata when needed)

● Collaborate with game designers and engineers on naming conventions, grids, pivot points, and in-build testing

● Support the evolving scene/effects pipeline for “Octava” with a focus on clarity, readability, and performance

Requirements:

● Strong portfolio of frame-by-frame 2D animation (not just motion graphics)

● Demonstrated cases of full multi-state asset sets (e.g., 8-direction animations, phases of movement, reactions)

● Proficiency in preparing clean sprite atlases (consistent sizes, pivots, margins)

● Hands-on experience with animation tools such as Aseprite, Photoshop, Clip Studio, TVPaint, Toon Boom (tool choice flexible — quality of FBF is key)

● Basic understanding of rendering/memory constraints and optimization techniques

Nice-To-Have’s:

● Experience with hand-drawn VFX (explosions, trails, particle effects)

● Familiarity with Spine/DragonBones (as a secondary tool, though FBF is mandatory)

● Strong attention to detail, technical accuracy, and ability to respond quickly to feedback

What We’d Like to See in Your Application:

● 3–5 short FBF animation clips showcasing your skills

● 1–2 sprite sheets/atlases with clear markings (pivots, grids)

● Example of a multi-state asset (GIF/video + source atlas files)

Our recruiter
Yuliia  Kril
Yuliia Kril
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