2D Artist/Animator (Frame-by-Frame)

Location: Remote (preferably within European time zones)

 

About WOWCube

 

At WOWCube®, we’re redefining play with a one-of-a-kind cube-shaped gaming console that merges the physical and digital worlds. The WOWCube Entertainment System combines modular hardware, immersive software, and creative game design to create a brand-new category of interactive entertainment.

 

About the Role

 

We are looking for a skilled 2D Artist/Animator with strong frame-by-frame (FBF) animation skills to help bring WOWCube’s unique worlds and characters to life. This role goes beyond simple sprite rotations -  we need someone who can create full multi-state asset sets (idle, walk, turn, attack, hit, death, FX, etc.) and collaborate closely with designers and engineers to ensure animations are visually appealing, technically optimized, and performant on constrained devices.

 

What You’ll Do

  • Create multi-state 2D assets (characters, objects, FX) with full directional and phase variations (e.g., 8 directions, multiple action states)
  • Produce frame-by-frame animations for characters, objects, and screen effects (explosions, trails, flashes)
  • Prepare clean and optimized sprite sheets/atlases with consistent sizes, pivots, fields, and minimal blur
  • Export production-ready packages (PNG atlases, JSON/CSV metadata when needed)
  • Collaborate with game designers and engineers on naming conventions, grids, pivot points, and in-build testing
  • Support the evolving scene/effects pipeline for “Octava” with a focus on clarity, readability, and performance

     

Requirements

  • Strong portfolio of frame-by-frame 2D animation (not just motion graphics)
  • Demonstrated cases of full multi-state asset sets (e.g., 8-direction animations, phases of movement, reactions)
  • Proficiency in preparing clean sprite atlases (consistent sizes, pivots, margins)
  • Hands-on experience with animation tools such as Aseprite, Photoshop, Clip Studio, TVPaint, Toon Boom (tool choice flexible — quality of FBF is key)
  • Basic understanding of rendering/memory constraints and optimization techniques

     

Nice-To-Have’s

  • Experience with hand-drawn VFX (explosions, trails, particle effects)
  • Familiarity with Spine/DragonBones (as a secondary tool, though FBF is mandatory)
  • Strong attention to detail, technical accuracy, and ability to respond quickly to feedback

     

What We’d Like to See in Your Application

  • 3–5 short FBF animation clips showcasing your skills
  • 1–2 sprite sheets/atlases with clear markings (pivots, grids)
  • Example of a multi-state asset (GIF/video + source atlas files)

 

Required languages

English B2 - Upper Intermediate
Published 16 October
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3 applications
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