We're hiring an artist.
Void Stations is a co-op space roguelite. Escaped zoo animals crew a hijacked space train, managing weapons, shields, and stations in real-time chaos. Solo dev. Built in Godot 4. The game plays well — it needs to look as good as it feels.
Programmer art. Functional, not pretty. That's where you come in.
Current in-engine — combat and shop
And here's the direction — a branching space train with crew at their stations:
AI-generated concepts — your art replaces this
Cel-shaded. Thick black outlines. Flat coloring, no gradients. Chibi proportions. Warm and scrappy, not dark and gritty.
These are references, not blueprints — we want your creative interpretation of this neighborhood. Bring your own style and personality to it.
| Camera | 3/4 top-down overhead |
| Resolution | 1920×1080 |
| Palette | Warm amber/rust interiors, teal conduits, blue shields, dark space |
| Characters | Cast of 4 playable animal crew — fox, raccoon, 2 more TBD with you |
| Engine | Godot 4 (2D sprites, not 3D) |
Character sprites and animation sheets for 4 playable crew members, train car tilesets, equipment sprites, enemy ships, projectiles, VFX, UI elements, and environment art. Full scope is roughly $2,000–$4,000 depending on final asset count and your rates.
But we're not starting there. We start with a paid trial.
Two stages, both paid. First: a rough sketch of a combat scene. I give you a reference screenshot and you sketch a loose composition in your style — train, crew, enemies, shields, projectiles, space background. Rough is fine. I'm looking at proportions, readability, and whether your instincts fit the game. This takes a few hours, not a few days.
If the sketch clicks, stage two: full render of the same scene. Clean lines, flat color, final quality. This becomes the first real deliverable for the game.
Both stages are paid work, not a free test. We agree on rates before you start. Sketch doesn't land? You keep your pay, no hard feelings. It does land? Straight into the full render, then the full commission.
Solo dev. I make the design decisions but I'm not precious — if you see something that could look better, say so. You'll get tight briefs with specific scene descriptions and references so you're not guessing. Feedback is fast and direct.
This is an indie game made by one person with help. If you want to draw cartoon animals on a space train and see your art in a shipped game, let's talk.
No formal interviews. Your work speaks for itself, but after the sketch stage, I might suggest a quick chat. Not an evaluation. Just making sure we're both excited before moving into the full render.
I try to be as upfront as possible. If something feels off, walk away. I'm not here to steal your art or waste your time.
Fill out the form below with a link to your work. ArtStation, personal site, Google Drive — whatever shows your best stuff. Include your rates.
If your style is in the right neighborhood, I'll send the full trial brief with the screenshot, scene description, and reference images. No ghosting — if it's not a fit I'll tell you why.
You sketch the combat scene your way — loose, rough, readable. We agree on a flat fee before you start. This is the real filter: does your style read at gameplay scale with chaos on screen?
Sketch lands → full render. Clean cel-shaded art, 1920×1080, layered source file. Paid at your agreed rate. This becomes the first real asset for the game.
Render lands → full asset list. 4 characters, tilesets, equipment, enemies — the works. Phased delivery, ongoing collaboration, direct communication.
Please be patient — I review every submission personally.
People who loved FTL but wished they could yell at a friend to reload the turret while they sprint to the shields. Couch co-op roguelite fans who want something with more mechanical depth than what's out there right now.
Because interviews tell me nothing. Someone can talk about art direction for an hour and still deliver something that doesn't fit. The trial shows me exactly what I need to know — and you get to see if you actually enjoy drawing cartoon animals on a space train. It's a two-way test and you get paid for it.
No. Use whatever makes you fast and effective. Procreate, Clip Studio, Photoshop, Krita, MS Paint if you're built different — I don't care. Just deliver clean layered files I can work with. One rule: no AI-generated art. I'm hiring you for your hand, not a prompt.
Depends on the work and your rates. The sketch stage is a flat fee we agree on before you start — typically a few hours of work. The full render and commission are paid at your rate. Total project scope is $2K–$4K. I'm not here to lowball anyone. Good art is worth paying for.
Fully remote. Communication happens over email and Discord. Work whenever, wherever.
No. It's freelance, project-based. The full commission will take a few months depending on pace. If Void Stations does well and there's more work, we keep going. But no one's signing a contract for 40 hours a week.
Fair question. I'm one person making a game. The prototype is real — you can see the screenshots on this page. The trial is paid upfront, not "exposure." If something feels off, walk away. I'd rather lose a candidate than waste anyone's time.
If you want to apply, scroll up and submit a form.
If you have a question that wasn't answered in the FAQ, email art@voidstations.com with subject line "Void Stations Portfolio Submission". Keep it short. If you write 5 paragraphs, my cat will be the one reviewing it. He can't read.