π Job Overview
Job Title: Staff UI Artist, Art and Motion Graphics
Company: Level
Location: Austin, Texas, United States
Job Type: FULL_TIME
Category: Art & Design / Technology / Education
Date Posted: 2026-09-21
Experience Level: 10+ years (Staff/Senior Level)
Remote Status: On-site
π Role Summary
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Lead the definition and evolution of the UI visual language and motion design systems for educational technology products.
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Drive the creation of engaging, responsive, and rewarding learning experiences through expert UI art and animation.
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Establish and maintain high craft standards for UI asset creation, organization, optimization, and implementation within game engines.
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Mentor junior UI artists and motion designers, fostering a culture of continuous learning and craft excellence within the Art & Design team.
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Collaborate closely with engineering, game design, and product teams to translate educational concepts into compelling visual and motion experiences that enhance learning outcomes and student engagement.
π Enhancement Note: This role is positioned as a Staff UI Artist, indicating a senior individual contributor role with significant influence on art direction, technical implementation, and team mentorship. The emphasis on "Art and Motion Graphics" within the title, combined with responsibilities, suggests a dual focus requiring deep expertise in both static UI design and dynamic animation for interactive educational products. The "On-site" work arrangement in Austin, Texas, highlights the company's preference for in-person collaboration for this critical creative role.
π Primary Responsibilities
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Define and continuously evolve the comprehensive UI visual language for Level's products, encompassing layout, typography, iconography, color palettes, and interactive state design.
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Develop, maintain, and scale robust UI component libraries and design systems that ensure consistency across diverse projects and screen resolutions.
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Produce polished, production-ready UI assets and meticulously oversee their integration into the game engine, ensuring adherence to visual quality standards and platform/performance constraints.
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Spearhead the definition of the product's motion language, focusing on timing, easing, visual hierarchy, and choreography to create interfaces that feel intuitive, responsive, and alive.
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Design and create dynamic UI animations, engaging transitions, and impactful reward/progression feedback systems that reinforce Level's motivational frameworks for learners.
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Produce high-quality motion graphics for critical in-game moments, user onboarding flows, marketing materials, and product storytelling initiatives.
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Construct and implement reusable animation systems and templates within the game engine, leveraging visual scripting or node-based tools for efficient tuning and iteration.
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Set exemplary best practices for asset creation, organization, optimization, and handoff processes, documenting production workflows to enhance team efficiency and collaboration.
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Actively partner with engineering teams to define technical requirements and constraints for UI and animation systems, optimize assets for cross-device performance, and identify potential tooling improvements to accelerate the creative pipeline.
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Collaborate closely with game designers and product managers to translate abstract educational concepts into tangible, compelling visual and motion experiences that directly support learning objectives and boost student engagement.
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Mentor and guide junior UI artists and motion designers, fostering a collaborative environment that encourages skill development, experimentation, and continuous improvement in craft.
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Contribute to the strategic UI art and motion roadmap, proactively identifying future creative needs and anticipating shifts within the educational gaming landscape.
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Evaluate and champion the integration of new tools, technologies, and workflows that expand the team's creative capabilities and enhance overall production quality.
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Drive initiatives aimed at improving both the aesthetic appeal and the pedagogical effectiveness of Level's educational products through innovative art and motion design.
π Enhancement Note: The responsibilities are heavily focused on driving creative direction, technical execution, and mentorship within the UI art and motion design disciplines. The emphasis on "design systems," "component libraries," "reusable animation systems," and "engine implementation" points to a need for an artist who can not only create beautiful assets but also build scalable and efficient pipelines. The collaboration with engineering and game design highlights the cross-functional nature of the role, requiring strong communication and problem-solving skills to bridge creative vision with technical realities and educational goals.
π Skills & Qualifications
Education: While no specific degree is mandated, a strong academic foundation in Fine Arts, Graphic Design, Animation, Digital Media, or a related field is highly beneficial. The focus is on demonstrable skill and experience over formal education.
Experience: 8+ years of dedicated experience in UI art and motion design roles, with a significant portion of that time spent within the gaming or interactive media industries, is required. Candidates must possess demonstrated depth and expertise in both UI visual design and animation.
Required Skills:
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Expert-level proficiency in industry-standard design and animation software, including Figma, Adobe Creative Suite (Photoshop, Illustrator, After Effects), and comparable tools.
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Proven hands-on experience implementing and fine-tuning UI elements and animations directly within modern game engines (e.g., Unity UI Toolkit, Animator, Timeline; or Unreal Engine UMG, Sequencer).
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Practical experience with 2D and runtime animation pipelines such as Spine, Rive, or Lottie for dynamic asset creation.
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Demonstrated ownership and successful implementation of a design system or UI component library that has been utilized across multiple products or projects.
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A compelling portfolio or demo reel showcasing not only static interface craft but also dynamic motion work, including interaction feedback, reward sequences, and animated transitions.
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Solid understanding of User Experience (UX) principles, coupled with a strong grasp of platform-specific and performance-related constraints, enabling the ability to achieve high visual quality within technical limitations.
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Exceptional communication and presentation skills, including the ability to articulate and defend design decisions to diverse stakeholders, including non-designers.
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Proven experience in mentoring junior artists, providing constructive feedback, and fostering professional growth within a creative team. Preferred Skills:
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Experience with shader, material, or VFX authoring using node-based tools like Unity's Shader Graph or Unreal Engine's Material Editor, along with an understanding of real-time rendering optimization techniques.
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Prior experience in the educational technology sector, serious games, or the gamification of learning content.
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Familiarity with the nuances of mobile game development and cross-platform optimization strategies.
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Knowledge of accessibility guidelines and inclusive design practices, with specific consideration for "reduced motion" settings.
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Experience working within version control systems (e.g., Git, Perforce) and familiarity with agile development methodologies.
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Portfolio pieces that successfully integrate entertainment value with educational or behavioral outcomes, demonstrating the expression of motivational mechanics through visual and motion design.
π Enhancement Note: The "Need to Have" qualifications clearly delineate the core competencies required. The emphasis on "hands-on experience implementing... in a modern game engine" and "2D and runtime animation pipelines" signifies a practical, production-oriented role. The portfolio requirement specifically asks for "interaction feedback and reward moments rather than linear video pieces," underscoring the need for interactive and system-based animation examples. The "Nice to Have" section points to areas where additional skills can make a candidate stand out, particularly in the educational technology context. The AI-inferred experience level of "10+" aligns with the "8+ years" requirement and the "Staff" title.
π Process & Systems Portfolio Requirements
Portfolio Essentials:
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UI Visual Systems: Showcase examples of well-defined UI layouts, typography systems, iconography sets, and color palettes. Demonstrate how these elements contribute to a cohesive and branded visual identity across different product screens or applications.
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Design System/Component Library: Present a clear overview of a design system or component library you've built or significantly contributed to. This should include examples of reusable UI components, their variations, states, and documentation illustrating their application and scalability.
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Motion Design & Animation: Include demonstrations of UI animations, transitions, micro-interactions, and feedback loops. Highlight examples that enhance user experience, convey information, or reinforce motivational mechanics within an interactive context. Focus on system-based animations rather than solely linear sequences.
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Game Engine Implementation: Provide evidence (e.g., video clips, annotated screenshots, or descriptions) of UI and animation assets you have implemented and tuned within a game engine environment (Unity or Unreal Engine). This should illustrate your understanding of engine-specific workflows and performance considerations.
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Process Documentation & Handoff: Include examples of how you document your workflows, asset specifications, and the process for handing off assets to engineering. This could be through annotated mockups, style guides, or brief process descriptions.
Process Documentation:
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Workflow Design: Document the systematic approach taken to design UI and motion systems, from initial concept and wireframing through to asset creation and final implementation. Highlight how user feedback and design principles informed the process.
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Asset Creation & Optimization: Detail the methodologies used for creating production-ready UI assets and animations, emphasizing optimization techniques for various platforms and performance targets. This includes file management, asset naming conventions, and compression strategies.
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Engine Integration & Tuning: Explain the process of integrating UI and animation assets into the game engine, including the use of visual scripting tools, animation controllers, and performance profiling to ensure smooth execution and responsiveness.
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Design System Management: Outline the procedures for maintaining and updating a design system, including version control, contribution guidelines, and communication strategies with development teams.
π Enhancement Note: The portfolio requirements are specifically tailored to a senior UI Artist and Motion Designer. The emphasis on "system" and "component library" indicates a need for scalable design solutions. The inclusion of "game engine implementation" and "process documentation" underscores the expectation that this role is not just about creating assets but also about ensuring their effective and efficient integration into a production environment. The prompt specifically requests "interaction feedback and reward moments rather than linear video pieces alone," guiding candidates to showcase dynamic and system-driven work.
π΅ Compensation & Benefits
Salary Range: For a Staff UI Artist with 8+ years of experience in Austin, Texas, the estimated annual salary range is between $130,000 and $170,000. This range accounts for the senior nature of the role, the specialized skill set in both UI art and motion graphics, and the cost of living in a major tech hub like Austin.
Benefits:
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Comprehensive health, dental, and vision insurance plans.
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Generous Paid Time Off (PTO) policy, including vacation days, sick leave, and company holidays.
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Stock options or equity participation, reflecting the company's commitment to employee ownership and long-term success.
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401(k) retirement savings plan with potential company matching contributions.
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Professional development budget for conferences, workshops, training, and online courses to support continuous learning in UI/UX, animation, and game development.
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On-site amenities and perks, potentially including catered lunches, game rooms, or fitness stipends, contributing to a positive and engaging work environment.
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Paid parental leave to support new parents.
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Relocation assistance may be available for candidates moving to Austin.
Working Hours: The standard working hours are approximately 40 hours per week, typical for a full-time position. While core hours are expected for collaboration and team meetings, Level may offer some flexibility in daily start and end times, allowing for better work-life integration, especially given the on-site nature of the role.
π Enhancement Note: The salary range is an estimation based on industry benchmarks for senior UI/Motion Designers in a high-cost-of-living tech city like Austin. It reflects the "Staff" level designation and the required 8+ years of experience. Benefits are standard for tech companies, with a focus on professional development and potential equity, which are common attractors for senior talent. The working hours are typical, but a mention of potential flexibility is included as it's a common perk in the industry.
π― Team & Company Context
π’ Company Culture
Industry: Educational Technology (EdTech) / Interactive Learning / Gaming. Level operates at the intersection of education and entertainment, leveraging game design principles and technology to create engaging learning experiences. This industry focus implies a mission-driven environment where innovation and positive social impact are valued.
Company Size: While specific numbers aren't provided, the description suggests a growing, innovative company that has moved beyond the startup phase but is still agile enough to be highly impactful. A company of this nature likely ranges from 50-250 employees, allowing for collaborative structures while maintaining specialized teams.
Founded: Founded with a mission to revolutionize learning, Level is a relatively modern company focused on addressing the evolving needs of students, educators, and parents in the digital age. This implies a culture that embraces technological advancement and pedagogical innovation.
Team Structure:
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The Art & Design team is likely composed of individuals specializing in various areas such as UI/UX design, 2D/3D art, animation, and motion graphics.
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As a Staff UI Artist, this role would likely report to an Art Director, Head of Design, or a Lead Producer, and would be expected to collaborate closely with a dedicated team of UI artists, motion designers, game designers, product managers, and engineers.
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Cross-functional collaboration is paramount, with frequent interaction between art, design, engineering, and product teams to ensure alignment on vision, functionality, and educational goals. Methodology:
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Data-Driven Design: While creative, Level likely employs a data-informed approach, using student engagement metrics, learning outcomes, and user feedback to iterate on designs and features.
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Agile Development: The company likely utilizes agile or similar iterative development methodologies, allowing for flexibility, rapid prototyping, and continuous improvement of products.
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User-Centric Design: A strong focus on understanding student needs, educator workflows, and parent concerns will drive design decisions, ensuring products are both effective and user-friendly.
Company Website: https://www.level.me
π Enhancement Note: The company context is derived from the provided description, emphasizing its mission in EdTech and its approach to learning. The inferred company size and team structure are based on typical organizational models for innovative tech companies of this nature, aiming to provide a realistic picture for potential applicants. The mention of "data-driven" and "agile" methodologies reflects common practices in the tech and gaming industries.
π Career & Growth Analysis
Operations Career Level: This role is positioned at the "Staff" level, signifying a senior individual contributor role. It implies a high degree of autonomy, expertise, and responsibility, often involving setting technical and creative direction, solving complex problems, and influencing the work of other team members. Staff-level roles are typically a step before principal or directorial positions and are crucial for driving technical excellence and mentorship within their domain.
Reporting Structure: The Staff UI Artist will likely report to an Art Director, Head of Design, or a Lead Producer. They will be an integral part of the Art & Design team, collaborating closely with peers and providing guidance to more junior artists. This structure allows for both creative leadership and strategic alignment with broader product and company objectives.
Operations Impact: The impact of this role is significant and direct. By defining and executing the visual and motion language of Level's products, the Staff UI Artist will directly influence:
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Student Engagement: Creating visually appealing and rewarding interfaces that motivate students to practice and learn.
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Learning Effectiveness: Ensuring that UI and motion design support pedagogical goals and enhance comprehension and retention.
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Product Quality & Brand Perception: Establishing a high standard of visual craft that elevates the perceived quality and professionalism of Level's educational offerings.
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Team Efficiency: Developing scalable design systems and efficient workflows that empower the broader art and engineering teams.
Growth Opportunities:
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Technical Specialization: Deepen expertise in advanced animation techniques, engine-specific visual scripting, shader development, or emerging interactive technologies.
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Creative Leadership: Transition into Lead or Art Director roles, managing larger teams and taking on greater ownership of art direction for entire product lines.
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Cross-Disciplinary Skill Development: Gain exposure to UX research, game design principles, or product strategy, broadening career horizons.
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Mentorship & Training: Develop leadership skills through formal mentorship programs and by contributing to the growth of junior team members.
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Product Strategy Influence: Contribute to the strategic roadmap for UI/UX and art direction, influencing the future direction of Level's educational products.
π Enhancement Note: The analysis of career level, reporting structure, and impact is based on the "Staff" title and the described responsibilities. The growth opportunities are inferred from typical career progression paths for senior individual contributors in creative and technical roles within the gaming and EdTech industries. The emphasis is on both deepening specialized skills and expanding into leadership or broader product strategy roles.
π Work Environment
Office Type: The role is designated as "On-site," indicating a traditional office-based work environment. This suggests a collaborative physical workspace designed to foster in-person interaction, idea exchange, and team cohesion.
Office Location(s): Austin, Texas, United States. Austin is a vibrant tech hub known for its creative industries, offering a dynamic professional and cultural landscape. The specific office location within Austin would likely be in a business district or tech corridor, accessible via public transport or with ample parking.
Workspace Context:
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Collaborative Environment: The on-site setup facilitates spontaneous brainstorming, real-time feedback sessions, and direct mentorship opportunities between team members. Dedicated art and design studios might be available.
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Tools & Technology: Employees will have access to high-performance workstations equipped with industry-standard software (Figma, Adobe Creative Suite, game engines, animation tools) and potentially specialized hardware for motion capture or VR/AR development.
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Team Interaction: Regular team meetings, design critiques, and cross-functional project huddles are expected, promoting a strong sense of community and shared purpose within the Art & Design department and across product teams.
Work Schedule: The standard 40-hour work week is expected for this on-site role. While core collaboration hours will be mandatory, there may be some flexibility in daily start and end times, allowing individuals to manage their schedules around essential team activities and personal needs. The focus is on delivering results and meeting project deadlines within a structured work environment.
π Enhancement Note: The description explicitly states "On-site" and "Austin, Texas." This section elaborates on what an on-site environment in a tech hub typically entails for a creative role, focusing on collaboration, access to tools, and team dynamics. The mention of "core collaboration hours" is a common aspect of on-site roles that require synchronized teamwork.
π Application & Portfolio Review Process
Interview Process:
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Initial Screening (Recruiter): A brief call to assess basic qualifications, cultural fit, salary expectations, and understand the candidate's career goals.
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Portfolio Review & Technical Interview (Hiring Manager/Senior Artist): A deep dive into the candidate's portfolio, focusing on their UI art and motion design process, problem-solving skills, technical execution, and ability to articulate design decisions. This often includes discussing specific projects in detail.
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Skills Assessment/Challenge: Candidates may be given a small, timed UI art or motion design challenge relevant to Level's products to assess their practical skills, speed, and approach under pressure.
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Cross-Functional Interviews: Meetings with engineers, game designers, and product managers to evaluate collaboration skills, communication effectiveness, and ability to integrate with different disciplines.
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Final Interview (Leadership): A discussion with senior leadership (e.g., Head of Studio, VP of Product) to assess strategic thinking, long-term vision, and overall fit with the company's mission and culture.
Portfolio Review Tips:
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Curate Selectively: Focus on 3-5 of your strongest projects that best represent your UI art and motion design capabilities, particularly those showcasing systems, interaction, and engine implementation.
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Showcase Your Process: For each project, clearly articulate your role, the problem you were solving, your design process, key decisions, and the final outcome. Use annotated screenshots, short video clips, and concise written explanations.
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Highlight Systemic Thinking: Emphasize projects where you developed or contributed to design systems, component libraries, or reusable animation frameworks. Demonstrate scalability and consistency.
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Demonstrate Motion Craft: Include examples of UI animations, transitions, micro-interactions, and feedback loops. Show how motion enhances usability, conveys information, or reinforces motivational elements.
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Engine Integration Examples: If possible, include visual evidence of your work implemented within a game engine, explaining the technical considerations and your role in the integration process.
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Tailor to Level: Research Level's existing products and mission. Highlight projects that align with educational goals, engaging gameplay, or a strong visual identity.
Challenge Preparation:
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Understand the Context: If a challenge is provided, thoroughly research Level's products and target audience to inform your approach.
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Focus on Fundamentals: For UI challenges, prioritize clear layout, typography, and state design. For motion challenges, focus on timing, easing, and conveying intent effectively.
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Showcase Your Process: Even in a time-limited challenge, briefly explain your thought process and any assumptions you made.
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Technical Constraints: Be mindful of potential performance or platform constraints if the challenge implies them.
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Presentation: Be prepared to clearly present your solution, explaining your design choices and rationale.
π Enhancement Note: This section outlines a typical interview process for a senior creative role in a tech/gaming company. The portfolio review tips are tailored to the specific requirements mentioned in the job description, emphasizing system design, motion craft, and engine implementation. The challenge preparation advice focuses on practical application and strategic thinking within potential constraints.
π Tools & Technology Stack
Primary Tools:
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UI Design: Figma (primary for UI layout, prototyping, and design system management), Adobe Illustrator (for vector asset creation).
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Motion Design & Animation: Adobe After Effects (for complex animations, motion graphics, and prototyping), Spine or Rive (for 2D skeletal animation), Lottie (for web/mobile animation export).
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Game Engine Implementation: Unity (specifically UI Toolkit, Animator, Timeline) or Unreal Engine (UMG, Sequencer) β hands-on experience with one or both is critical for implementing and tuning UI and animations within the engine.
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Asset Production: Adobe Photoshop (for raster asset creation and manipulation).
Analytics & Reporting: While not directly responsible for analytics, understanding how UI and motion design impact user metrics (e.g., engagement, completion rates) is key. Familiarity with tools used for tracking user behavior and performance data within the product might be beneficial.
CRM & Automation: Not directly applicable to this role, but understanding how user data might inform design iterations could be a plus.
Version Control: Git or Perforce for managing project assets and code, especially in collaboration with engineering teams.
π Enhancement Note: This section lists the core software and tools explicitly mentioned or strongly implied by the job description. The emphasis is on design and animation software, game engines, and tools for 2D animation pipelines. The inclusion of version control highlights the collaborative and production-oriented nature of the role.
π₯ Team Culture & Values
Operations Values:
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Craftsmanship: A deep commitment to producing high-quality, polished visual and motion work that elevates the user experience and educational impact.
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Collaboration: A belief in the power of teamwork, encouraging open communication, constructive feedback, and shared problem-solving across disciplines.
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Innovation: A drive to explore new creative approaches, technologies, and methodologies to make learning more engaging and effective.
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Impact-Driven: A focus on how design decisions directly contribute to positive learning outcomes, student engagement, and overall user satisfaction.
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Growth Mindset: A commitment to continuous learning, skill development, and embracing challenges as opportunities for personal and professional advancement.
Collaboration Style:
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Cross-Functional Integration: Seamless collaboration with product managers, game designers, and engineers to ensure UI/motion design is aligned with educational goals and technical feasibility.
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Iterative Feedback Loops: Regular design critiques and playtesting sessions to gather feedback and refine designs based on user input and team insights.
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Knowledge Sharing: An environment where team members are encouraged to share best practices, techniques, and learnings, fostering collective growth and efficiency.
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Proactive Communication: Open and transparent communication regarding project status, potential roadblocks, and design rationale to maintain alignment and build trust.
π Enhancement Note: The values and collaboration style are inferred from the company's mission in EdTech, the emphasis on craft and innovation in the job description, and typical cultural traits of successful creative teams in the tech and gaming industries. The focus is on how these values translate into daily work and team interactions for a UI artist.
β‘ Challenges & Growth Opportunities
Challenges:
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Balancing Aesthetics and Pedagogy: The primary challenge is to create visually stunning and highly engaging interfaces and animations that simultaneously support complex educational objectives and learning methodologies.
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Technical Constraints: Working within the limitations of game engines, platform performance budgets, and cross-device compatibility while maintaining a high level of visual fidelity and animation fluidity.
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Scalability of Design Systems: Ensuring that UI and motion design systems are robust, scalable, and maintainable across a growing product suite and evolving feature sets.
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Translating Abstract Concepts: Effectively visualizing and animating abstract educational concepts or complex learning progressions in a way that is intuitive and motivating for students.
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Mentoring Diverse Skill Levels: Guiding and developing junior artists who may have varying levels of experience in UI art and motion graphics, ensuring consistent quality and adherence to standards.
Learning & Development Opportunities:
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Advanced Animation & Engine Techniques: Opportunities to explore and implement cutting-edge animation pipelines, shaders, VFX, and real-time rendering techniques within Unity or Unreal Engine.
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Educational Technology Specialization: Deepen understanding of instructional design principles, gamification strategies, and the psychology of learning to inform design decisions.
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Cross-Disciplinary Exposure: Gain insights into game design, UX research, and product management to foster a more holistic understanding of product development.
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Leadership & Mentorship Training: Develop formal leadership and mentorship skills through company-provided programs or by taking on increasing responsibility for team guidance.
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Industry Conferences & Workshops: Potential for attending leading industry events focused on game art, UI/UX, and educational technology to stay abreast of trends and network with peers.
π Enhancement Note: The identified challenges are specific to a senior creative role in the EdTech/gaming space, highlighting the unique pressures of balancing artistic vision with educational goals and technical realities. The growth opportunities are framed to leverage these challenges into skill development and career advancement.
π‘ Interview Preparation
Strategy Questions:
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UI/Motion Strategy: "Describe your process for developing a UI visual language and motion system for a new product. How do you ensure it aligns with both brand identity and user engagement goals?" (Focus on your systematic approach, research, and iterative refinement).
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Design System Philosophy: "Walk me through a design system or component library you've built or significantly contributed to. What were the key challenges, how did you ensure its adoption, and what metrics did you use to measure its success?" (Highlight your understanding of scalability, documentation, and cross-team collaboration).
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Problem-Solving with Motion: "Imagine we need to convey a sense of progress and reward for a student completing a challenging math problem. How would you use motion design to communicate this effectively and reinforce motivation?" (Demonstrate your ability to translate abstract concepts into tangible visual feedback).
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Engine Implementation Experience: "Tell me about a time you implemented complex UI animations or interactive elements directly in Unity or Unreal Engine. What were the technical hurdles, and how did you overcome them to achieve the desired visual outcome?" (Be prepared to discuss specific engine features, performance considerations, and your collaboration with engineers).
Company & Culture Questions:
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"What interests you about Level's mission to revolutionize educational technology, and how do you see your skills as a UI artist and motion designer contributing to that mission?" (Show genuine interest in EdTech and connect your skills to the company's impact).
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"How do you approach mentoring junior artists, and what is your philosophy on fostering a positive and productive creative team environment?" (Demonstrate leadership potential and a collaborative spirit).
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"Describe your experience working in an on-site, collaborative environment. How do you contribute to a team's overall success through your interactions and communication?" (Highlight your ability to thrive in a team setting and communicate effectively). Portfolio Presentation Strategy:
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Narrative Arc: Structure your portfolio presentation with a clear narrative for each project: Problem -> Your Role -> Process -> Solution -> Outcome/Impact.
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Show, Don't Just Tell: Use high-quality visuals, annotated screenshots, and concise video demonstrations of your UI and motion work. For motion, focus on interactive examples and system-based animations.
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Highlight Systemic Contributions: Clearly articulate where you contributed to design systems, component libraries, or reusable animation frameworks.
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Articulate Technical Implementation: Be ready to discuss your experience integrating assets into game engines, including any technical challenges and solutions.
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Connect to Level's Goals: Frame your work in the context of user engagement, learning outcomes, and creating rewarding experiences, aligning with Level's mission.
π Enhancement Note: The interview questions are designed to probe the candidate's strategic thinking, technical execution, and collaborative capabilities, directly referencing the core responsibilities and qualifications outlined. The portfolio presentation strategy emphasizes clarity, impact, and relevance to Level's specific needs.
π Application Steps
To apply for this Staff UI Artist, Art and Motion Graphics position:
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Submit your application through the provided link on Ashby HQ.
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Portfolio Customization: Tailor your portfolio to prominently feature your strongest UI art and motion design projects, emphasizing your experience with design systems, engine implementation, and interactive animations relevant to educational or game-like experiences. Clearly articulate your process and contributions for each piece.
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Resume Optimization: Ensure your resume highlights your 8+ years of relevant experience, proficiency in key software (Figma, Adobe Suite, game engines), and specific achievements in UI design, motion graphics, and animation pipelines. Quantify your impact where possible.
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Prepare Your Narrative: Be ready to articulate your design philosophy, your approach to mentorship, and how your skills align with Level's mission to enhance learning through engaging technology. Practice presenting your portfolio projects concisely and effectively.
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Research Level: Thoroughly understand Level's current products, target audience, and company mission. Consider how your creative vision can contribute to their goals of making learning more engaging and impactful for students.
β οΈ Important Notice: This enhanced job description includes AI-generated insights and operations industry-standard assumptions. All details should be verified directly with the hiring organization before making application decisions.
Application Requirements
Candidates must have 8+ years of experience in UI art and motion design within gaming or interactive media, with expert proficiency in industry-standard design software. You must also demonstrate hands-on experience implementing UI and animation in modern game engines and possess a strong portfolio showcasing interface craft and motion work.