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Lead Pixel Artist & Animator

Project Overview: We are developing a fast-paced, top-down dungeon crawler featuring randomly generated "Hell" environments. The game centers on an Angel protagonist fighting through a diverse demonic horde. We are seeking a Lead Pixel Artist to handle everything from 16x16 tilemaps to complex multi-phase boss animations. Key Responsibilities 1. Player & Creature Animation You will be responsible for the full animation pipeline of the following characters:

● The Protagonist: An Angel sprite with 4-way walking (Up, Down, Left, Right), a graceful idle, and a dramatic dying animation.

● Melee Horde: * Basic Devil: Walking (4-way), idle, attacking, and dying. ○ Swift Enemy: All standard animations plus a dedicated dodge roll. ○ The Boomer: A unit that explodes when in proximity or upon death. ○ The Splitter: A unit with a unique death animation where it splits into two smaller entities. ○ The Berserker: A unit whose animation/visuals indicate increasing speed as health decreases. ○ The Leaper: A unit with a high-impact leaping/jumping animation.

● Ranged Legion: ○ Basic Ranged: 4-way walking, shooting, idle, and dying. ○ The Shotgunner: Animate a 4-projectile spread attack. ○ The Sniper: A long-range specialist with a clear "aiming" tell. ○ The Burst Enemy: Rapid-fire "burst" shooting animations. ○ The Summoner (Necromancer): Specific animations for summoning lesser troops. The summoner does not attack. ○ The Mortar Wizard: A "Wizard Demon" that summons a huge bomb and flings it. Animate the action of it creating the bomb and hurling it, but not the actual movement of the bomb itself. For the enemies and the player, do not include the projectiles in the animations. Create the projectiles separately. Make the death animations all look like explosions. 2. Environment & Tile Engineering Design a cohesive 16x16 Tileset for procedural generation, including:

● Floor Tiles: Two distinct floor tiles designed to work together seamlessly.

● Wall System: Modular wall tiles including corners and a "fill" tile for the exterior void.

● Obstacles: 16x16 Pillar tiles to be spawned randomly in room centers.

● Boss Room Architecture: Design three static, non-randomized arena layouts and provide the corresponding tilesheets and reference mockups. 3. Visual Effects (VFX)

● Universal Death: Every enemy must have a "Death by Explosion" animation.

● Projectiles: Design unique projectiles for the shotgunner, sniper, burst enemy, and the mortar bomb. Required Technical Skills

● 16x16 Mastery: Ability to convey character personality and clear silhouettes within a 16x16 grid.

● Combat Feedback: Expertise in "hit-stop" and "anticipation" frames to make combat feel visceral.

● Level Design: Ability to translate a tilesheet into a finished "Boss Room" mockup that a developer can easily recreate.

● Thematic Consistency: Maintaining the contrast between "Divine/Angelic" light and "Hellish/Demonic" grit. The Boss Design Specs The artist must be capable of designing and animating three distinct multi-phase bosses: 1. The Demon Lord: Heavy melee focus with multiple animation states. 2. The Hell Dragon: A massive beast with flight or fire-breathing phases. 3. The Wizard Demon Boss: A tactical encounter featuring summoning and projectile patterns.

Job Type: Contract
Contract length: 20 days

Pay: Rs150,000.00 - Rs200,000.00 per month

Education:

  • Bachelor's (Preferred)

Experience:

  • Lead Pixel Artist & Animator (Hell-Themed Action RPG): 3 years (Required)

Work Location: Remote

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