Pixel Art / UI Artist

Steel Anvil Studios
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Posted
June 22, 2026
Contract
Anywhere
Remote

Steel Anvil Studios is hiring a Pixel Art / UI Artist to finish the art for All Luck No Law, a tactical roguelite dice/card game built in Godot for PC / Steam Deck / Mac.

This is a contract role (rate negotiable). Work starts ASAP. Hiring is happening now.

 

About the Game

You are Chance Dallow — a sassy, sarcastic thief who believes consequences only happen to other people. Every action, from picking a lock to talking your way past a patrol, plays out as a tactical dice puzzle where strategy meets chaos.

Your dice bag is your character sheet. Your card deck is your gear. Your Luck is your only lifeline. Across the city's crooked districts, you'll take contracts from rival guilds, raid procedurally generated buildings, and gamble every turn between greed and survival.

It's a deckbuilder for dice, a roguelike for thieves, and a city that doesn't care how clever you think you are — until you prove it.

 

The Role

We need an artist to take over and produce the art for the entire game. That means owning the visual identity from current programmer-art placeholders through to final, polished, production-ready assets.

You will work directly with the designer and engineer to replace rough assets and establish a cohesive look for equipment, encounter screens, card frames, ability UI, guild hall / meta screens, icons, typography, and VFX support. The current art is functional programmer placeholder. You will be shown the bad versions and asked to make them good.

 

What We're Looking For

  • Strong pixel art portfolio with finished game art
  • Experience with game UI/UX — layout, readability, visual hierarchy
  • Comfortable working from existing design docs and programmer reference
  • Self-directed; able to own the art pipeline and ask good questions
  • Good written English and reliable remote communication
  • Passion for roguelikes, deckbuilders, dice games, or tactical RPGs
  • Experience with palette-limited pixel art and consistent asset libraries

 

Nice to have:

  • Animation experience (UI micro-animations, character/equipment idle motion)
  • Godot or similar engine experience

 

The Art Style:

We’re looking to recreate that sweet spot of high definition pixel art from the 90s.  These are some of the games with art that we love:

 

Selection Process

We will review portfolios, conduct interviews, and select up to three artists to complete a paid spec work assignment. After reviewing the spec results, we'll choose an artist for the full contract.

 

Paid Spec Work

Before the full contract begins, selected artists will complete a paid spec assignment:

  • Compensation: $250 flat
  • Time limit: 1 day equivalent of work
  • Deliverable: Both tasks below completed to a quality you are proud of
  • Expectation: Do as much as you can within the time box — more is better, but quality over quantity. It is also acceptable to produce multiple concepts. Steel Anvil Studios are looking to find both the right style and an artist who fits the micro team making the game.
  • Submission: All working files must be submitted
  • Purpose: Allow Steel Anvil Studios to find the best fit candidate for the team and project

The exact tasks and full style/game context will be provided in a work packet after selection. You will be working on real parts of the actual game, building from the current programmer art as reference.

All completed and paid-for work will be considered the property of Steel Anvil Studios.

 

Task Overviews

Candidates will complete the following tasks. Each is a real piece of the game, and each is designed to test a different part of the art skill set.

  1. Equipment Illustration — Create final pixel-art illustrations for a set of equipment items (weapons, armor, tools, trinkets). You'll be given the item names, descriptions, and current programmer-art reference. Deliver polished, readable icons that read clearly at small sizes and feel consistent as a set.
  2. Equipping Screen Layout — Design the screen for character equipping, dealing with dynamic inventory size limits, a paper doll, tool cards, and wearable gear.  You’ll be given available slots, descriptions, and sample equipment.

 

Logistics

  • Location: Remote
  • Contract type: Independent contractor
  • Rate: Negotiable
  • Start date: ASAP
  • Platform: Godot (PC / Steam Deck / Mac)

 

To Apply

Send an email with your portfolio, a short note about why this project interests you, and your availability / timezone. We read every application.

About
Steel Anvil Studios

You are a thief named Chance Dallow -- sassy, sarcastic, a bit irresponsible, and absolutely certain that consequences only happen to other people. Every action, from picking a lock to talking your way past a patrol, plays out as a tactical dice puzzle where strategy meets chaos.

Your dice bag is your character sheet -- upgrading dice builds power, but also risk. Your card deck is your gear -- equipping the right gear at the right time determines the tricks you can use to mitigate the RNG. Your Luck is your primary resource and your only lifeline. When it runs out, so do you.

Across the city’s crooked districts, you’ll take contracts from rival guilds, raid procedurally generated buildings, and gamble every turn between greed and survival.

All Luck, No Law is a deckbuilder for dice, a roguelike for thieves, and a city that doesn’t care how clever you think you are -- until you prove it.

 

👋 Nate from Work With Indies here. Just a quick FYI that while the project lead has a background in web3, he has confirmed that "adding web3 to this game is a terrible idea and would make it actively worse."

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