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Lead Concept Artist
Job Description & How to Apply Below
Hiring Alert! AutoVRse is hiring a Lead Concept Artist!
Company :
AutoVRse
Employment Type
:
Full-time
Work Mode :
On-site / Work from Office
Location :
Bangalore
Experience : 5+ years of professional experience, with demonstrated leadership or mentorship experience
Salary : ₹15–20 LPA
About AutoVRse
At AutoVRse, we build immersive experiences at the intersection of gaming, XR, 3D, and emerging technologies. Our work spans VR training, virtual experiences, interactive applications, and immersive entertainment, with enterprise partners including Shell, Bosch, Aditya Birla Group, Godrej, and Go-Jek.
Alongside our enterprise work, we are building original games and experiences that explore what makes virtual worlds compelling, interactive, and meaningful for players. We are a multidisciplinary team where individuals have high agency, take ownership of their work, and have the opportunity to directly influence the games we create.
About GRO
Drive World-Building: Lead the visual identity for GRO (200,000+ players) by shaping its next chapter with rich, engaging VR environments.
Player-Centric Design: Deeply understand player motivations to craft familiar, satisfying virtual spaces where they feel a true sense of belonging.
About the Role
Lead Visual Direction: Drive the overall artistic vision, world-building, and cohesive design identity for GRO.
Design-Driven Concepting: Bridge art and gameplay by evaluating how environments and assets enhance the player experience.
Team Mentorship & Review: Guide, mentor, and review artists to maintain visual quality and align output with game intent.
Cross-Functional Collaboration:
Partner closely with designers, 3D artists, and developers to translate gameplay ideas into functional concepts.
Rapid Prototyping: Utilize 2D/3D software and blockouts to quickly iterate, solve spatial problems, and directly influence game development.
What You’ll Be Responsible For
World-building and visual direction
● Define and evolve the visual style, aesthetic direction, and overall look and feel of GRO’s world.
● Review and guide the work of other artists to ensure consistency with the game’s visual identity, design goals, and quality standards.
● Identify visual inconsistencies or gaps early and provide constructive, actionable feedback to bring work back in line with the intended direction.
● Develop concepts for new maps, environments, adventure spaces, exploration areas, characters, props, and interactive elements.
● Establish visual directions that balance imagination and novelty with the familiarity and emotional appeal that resonate with GRO’s players.
● Translate the game’s creative vision into clear visual guidelines, references, and direction that other artists can understand and execute.
Design thinking and player experience
● Work closely with Game Designers to understand gameplay goals, player interactions, and the intended experience before developing visual solutions.
● Approach creative problems through both an artistic and functional lens, considering how spaces and objects will actually be used by players.
● Think through player perspective, navigation, readability, scale, interaction affordances, and the flow of an experience in VR.
● Help design satisfying VR interactions by considering how visual form, feedback, placement, and environmental context support player actions.
● Ask the right questions about player motivation and behavior, and use those insights to make stronger creative decisions.
● Ensure that visual concepts support the game’s mechanics and emotional goals rather than existing only as standalone artwork.
● Help other artists understand the gameplay and player-experience reasoning behind their work, so they can make better design decisions independently.
Conce…
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