Junior 2D/3D artist
| Highest | $4,000 / mo · United States |
|---|---|
| Experience | 0–1 yrs |
| Degree | Not required |
| First paycheck | 2–4 years of study and portfolio iteration |
Pay in the destination countries
Monthly, in US dollars. Each country is an Imora admission package — open one for that route's fees, language requirement and deadline.
| Country | Monthly |
|---|---|
| United StatesTOEFL 80–100 · $10–70k | $4,000max |
| CanadaIELTS 6.0–6.5 · CAD 20–40k | $3,500 |
| Hong KongIELTS 6.0–6.5 · HK–200k | $3,400 |
| SingaporeIELTS 6.5 · SGD 18–35k | $3,400 |
| United KingdomIELTS 6.0–7.0 · £11–38k | $3,400 |
| SwitzerlandIELTS 6.5 · CHF 0.9–8k | $3,300 |
What does the day look like?
Creative visualizing, freeform drawing, and hero character sculpting take up roughly 20 percent of a junior game artist's day. The remaining 80 percent consists of technical execution: retopologizing high-poly sculpts into clean low-poly meshes, unwrapping UVs, baking normal and ambient occlusion maps, authoring PBR texture passes (Base Color, Roughness, Metallic), setting up engine collision, fixing visual bugs, and attending agile standups.
Daily production relies on software including Autodesk Maya, Autodesk 3ds Max, Blender, Pixologic ZBrush, Adobe Substance 3D Painter, Adobe Photoshop, Spine 2D, Unreal Engine 5, and Unity, with version tracking managed in Perforce (Helix Core), Git, and Jira. The workweek runs 37.5 hours to 40 hours, Monday through Friday. There are no night shifts or on-call duties, though project deadlines and milestone deliveries can occasionally require overtime.
Where does this lead?
Next step up
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