Hire Remote Concept Artists

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Hire Concept Artists Who Define Visual Worlds Before Production Begins

Concept art is the most leveraged creative investment in game development. A strong concept artist doesn’t just produce beautiful images — they solve design problems, establish the visual language that every downstream artist works from, and make decisions in pre-production that prevent expensive rework in 3D, animation, and environment art. The difference between a concept artist and an illustrator is that a concept artist is designing, not decorating.

We match you with senior Concept Artists who’ve shipped games and entertainment projects — artists who produce character sheets, environment thumbnails, color keys, and the visual development work that becomes the art bible your entire production team builds from.

Start in days, not months. Pay 50% less than equivalent US-based concept art talent.

What Our Concept Artists Produce

Character Design & Visual Development

Character concepting from brief to final design sheet: silhouette exploration, costume and equipment design, color palette development, expression sheets, and the orthographic reference sheets that 3D character artists need to model from. Design that solves gameplay readability problems — characters that read clearly at thumbnail scale and communicate faction, role, and personality at a glance.

Environment Concepting

Environment thumbnails, paint-overs, key art environments, and the visual development work that establishes the world’s visual language before environment artists begin building. Mood studies, lighting keys, and the architectural and natural world design that makes game environments feel like real places with history.

Prop & Equipment Design

Weapon design, vehicle concepting, equipment sheets, and the hard-surface design work that gives 3D modelers the reference they need to build accurate, on-brief assets. Orthographic views, material callouts, and the design documentation that prevents modeling guesswork.

Key Art & Marketing Concepting

Hero illustrations, box art concepting, promotional image development, and the high-finish concept work that communicates a game’s visual identity to players before launch.

Concept Art Technology Stack

Digital Painting: Photoshop, Procreate, Clip Studio Paint, Krita — the primary tools for concept production

3D Assist: ZBrush, Blender, SketchUp for perspective blocking and 3D paint-over workflows

Reference & Mood: PureRef, Milanote, Miro for reference organization and visual development boards

Collaboration: Figma, Miro, Google Slides for art bible documentation and stakeholder presentation

Client Success Story: RPG Studio — Art Bible That Unified a 15-Person Art Team

A studio building an open-world RPG had 15 artists working across character, environment, and UI disciplines — and no unified visual language. Each discipline had developed its own aesthetic assumptions, and the result was a game that looked like three different games assembled together. Our Lead Concept Artist spent 6 weeks in visual development: establishing the world’s color palette (desaturated base with warm accent colors for player-faction elements), defining the architectural language for each of the game’s four regions, creating character silhouette rules that distinguished faction membership at a glance, and documenting material treatment standards for stone, wood, metal, and fabric across the world. The resulting art bible became the reference document every artist worked from for the remaining 18 months of production. Art director review time dropped 40% because artists were making correct decisions before review.

Client Success Story: Mobile Game — Character Design System for 120 Collectible Units

A mobile collectible RPG needed 120 unique character designs that felt visually distinct while maintaining a consistent art style — a design challenge that required systematic thinking, not just individual character creativity. Our Concept Artist developed a character design system: 6 faction visual languages (color palette, silhouette shape language, material treatment), 4 rarity tiers with visual complexity rules, and a design template that ensured every character communicated faction and rarity at card thumbnail scale (128×128 pixels). The system enabled a team of 3 concept artists to produce 120 designs with consistent style — 94% of designs passed art direction review on first submission.

Why Companies Choose Our Concept Artists

  • Design thinking, not just illustration: They solve visual problems — readability, consistency, downstream production clarity — not just produce beautiful images
  • Art bible experience: They’ve created and worked from art bibles that unified multi-person art teams
  • Production documentation: Character sheets, orthographic views, material callouts — the reference documentation that 3D artists actually need
  • 50% cost savings: Senior concept art expertise at a fraction of US market rates
  • Fast start: Most engagements begin within 1–2 weeks

Engagement Models

  • Individual Concept Artist — One senior artist for pre-production visual development, character design, or environment concepting.
  • Visual Development Team (2–3 artists) — Lead concept artist plus supporting artists for full pre-production visual development on a major title.
  • Contract-to-Hire — Evaluate design thinking, style adaptation, and team fit before committing long-term.
  • Project-Based — Pre-production visual development for a defined scope: character roster, environment biomes, or complete art bible.

How To Vet Concept Artists

Our vetting identifies artists who solve design problems — not just produce impressive illustrations.

  1. Portfolio review — Shipped game credits and production concept art (not just personal work). We look for design thinking: does the work solve readability problems, establish consistent visual languages, and provide the reference documentation that downstream artists need? Over 80% of applicants do not pass this stage.
  2. Design brief test — Given a character brief (faction, role, personality, gameplay function), can they produce a design that solves the brief rather than just producing a beautiful character? We evaluate design decisions, not just rendering quality.
  3. Art bible experience — Have they created or contributed to art bibles? Can they document visual rules in a way that other artists can follow consistently?
  4. Production documentation quality — Do their character sheets include orthographic views, material callouts, and the reference information that 3D artists need? Or are they single-view illustrations that leave modeling decisions to guesswork?

What to Look for When Hiring Concept Artists

Strong concept artists are designers who can paint — not painters who happen to work in games.

What strong candidates demonstrate:

  • Portfolio shows design process: silhouette explorations, iteration, and the reasoning behind final design decisions
  • Character designs read clearly at thumbnail scale — they understand gameplay readability requirements
  • Environment concepts establish mood, lighting, and spatial relationships — not just pretty landscapes
  • Production documentation: orthographic views, material callouts, color palette specifications

Red flags to watch for:

  • Portfolio is entirely finished illustrations with no process work — they may be illustrators rather than designers
  • Character designs that are visually impressive but don’t communicate role, faction, or personality at a glance
  • No experience creating art bibles or design documentation for other artists to follow
  • Personal style that dominates every piece — inability to adapt to established visual direction

Interview questions that reveal real depth:

  • “Walk me through a character design brief you received and how you approached solving it. What design problems did you identify and how did your design decisions address them?”
  • “How do you approach creating a visual language for a new game world? What are the first decisions you make and why?”
  • “Describe a situation where your initial concept direction was rejected. How did you respond and what did you learn?”

Frequently Asked Questions

Do your Concept Artists work in specific styles, or can they adapt to an established visual direction?
Style adaptation is a core competency we screen for. We specifically filter for artists who can work within established visual direction rather than imposing their personal style. We’ll match you with artists whose portfolio demonstrates the style range your project requires.
Can your Concept Artists produce the production documentation that 3D artists need?
Yes. Character sheets with orthographic views, material callouts, and color specifications are standard deliverables for our senior concept artists. We’ll confirm documentation requirements during the matching process.
Do your Concept Artists have experience with AI-assisted concepting workflows?
Yes. We have artists experienced with AI image generation tools (Midjourney, Stable Diffusion) as reference and ideation tools within a human-led design process. We’ll match you with artists whose workflow approach matches your studio’s position on AI-assisted concepting.
How quickly can a Concept Artist start?
Most Concept Artists can begin within 1–2 weeks. You interview and approve every candidate before any engagement starts.
  • Game Artists — Generalist game art professionals across 2D, 3D, concept, and environment disciplines.
  • 3D Game Artists — 3D character and environment modelers who build from concept art.
  • Character Artists — Specialized character art professionals for hero character and NPC pipelines.
  • Environment Artists — Environment and level art specialists who build the worlds concept artists design.

Want to Hire Remote Concept Artists?

We source, vet, and place senior Concept Artists who’ve shipped real games — artists who solve design problems, produce the documentation that downstream artists need, and establish the visual language that unifies your entire art team.

Get matched with Concept Artists →


Ready to hire Concept Artists who define your game’s visual world? Contact us today and we’ll introduce you to senior concept artists within 48 hours.

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