How to Get Hired at Rebellion

Studio Career Guide

How to Get Hired at Rebellion

What Rebellion looks for in game artists, how the hiring process works at one of the UK’s longest-running independent studios, salary ranges, and how to build a portfolio for their franchises.

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Founded
1992
Oxford, United Kingdom
Ownership
Independent
Employee-owned since 2014
Key Titles
Sniper Elite
Sniper Elite, Zombie Army, Strange Brigade, Evil Genius
Offices
3 UK Locations
Oxford (HQ), Runcorn, Liverpool
Art Test
Usually Unpaid
1 week or less for most roles

Art Style by Title

Rebellion runs multiple franchises with distinct visual directions. Your portfolio should align with the specific franchise the role is attached to — Sniper Elite and Zombie Army are visually very different products.

Sniper Elite

Grounded Military Realism

WWII-era environments, vehicles, and uniforms at a level of reference fidelity that military history enthusiasts notice. Environments are destruction-aware, with pre- and post-battle states, heavy use of rubble and decay, and realistic Northern European and Mediterranean palette.

  • Historically accurate uniform, weapon, and vehicle reference
  • PBR materials with realistic wear and weathering
  • Environment design that supports long-range sightlines and cover gameplay
  • Destruction and environmental storytelling through prop placement

Zombie Army

Stylized Horror

A supernatural WWII setting with exaggerated creature designs, dark desaturated palettes with high-contrast red and orange accents, and horror-adjacent environmental storytelling. A clear visual departure from Sniper Elite despite sharing the WWII setting.

  • Exaggerated zombie and creature anatomy with strong silhouettes
  • Dark, desaturated palette with dramatic color accent use
  • Environmental horror details — bodies, ritual markings, supernatural elements
  • Atmospheric lighting carries significant mood responsibility

Strange Brigade

Pulp Adventure

1930s pulp adventure aesthetic with vibrant, warm desert and jungle palettes, bold character silhouettes, and a tone that contrasts sharply with Sniper Elite’s gritty realism. One of Rebellion’s most color-forward visual languages.

  • Warm desert, jungle, and exotic location palettes
  • Bold character designs with strong cultural and era reference
  • Treasure, traps, and environmental storytelling through set dressing
  • Brighter, more saturated than Rebellion’s other franchises

Technical and VFX

Cross-Franchise

Rebellion uses a proprietary engine (Asura) for their major franchises. Technical artists and VFX artists work across franchises and are expected to be engine-agnostic in their approach. VFX work spans realistic particle effects for Sniper Elite to supernatural effects for Zombie Army.

  • Proprietary Asura engine — willingness to learn new tools valued
  • VFX scope ranges from realistic muzzle flash to supernatural portals
  • Technical art focus on performance optimization for console targets
  • Tool development experience alongside VFX skills is an advantage

The Hiring Process

Rebellion’s hiring process is thorough but moves at a reasonable pace. The team values cultural fit alongside technical competence.

01

Portfolio Review

Art leads assess your portfolio against the needs of the specific franchise team. For environment roles on Sniper Elite, showing WWII-era environment work is a strong signal. For Zombie Army, creature and horror-adjacent work matters more. Generic game art portfolios advance less reliably than targeted ones.

Typical duration: 2-3 weeks
02

HR Screen

A brief call with HR covering your background, experience level, and availability. Oxford relocation is typically required for in-person roles — confirm whether the role is hybrid or on-site at this stage. Rebellion is candid about their structure, so this is a good time to ask direct questions about the team and project.

Typical duration: 30 minutes
03

Art Lead Interview

Portfolio walkthrough with the relevant art lead. Rebellion’s leads are hands-on and technically literate — expect process questions, not just aesthetic ones. Show your pipeline, your decision-making, and how you handle feedback. Research the specific franchise before this call.

Typical duration: 60-90 minutes
04

Art Test

Typically 1 week or less, usually unpaid. The brief is franchise-specific. For environment roles, expect to build a modular environment piece or a hero prop in the franchise’s visual language. Deliver clean wireframes, textures, and an in-engine screenshot alongside the finished asset.

Typical duration: 1 week, usually unpaid
05

Final Decision and Offer

Rebellion typically moves to offer within 1-2 weeks of a successful art test. The studio is known for clear communication at the offer stage. Benefits include competitive UK holiday allowance and a studio culture that has historically avoided extended crunch.

Typical duration: 1-2 weeks

Salary Ranges

RoleLevelSalaryLocation
Environment ArtistJuniorGBP 28,000 – 35,000Oxford, UK
Environment ArtistMid-levelGBP 38,000 – 50,000Oxford, UK
Environment ArtistSeniorGBP 50,000 – 65,000Oxford, UK
VFX ArtistJuniorGBP 26,000 – 34,000Oxford, UK
VFX ArtistSeniorGBP 48,000 – 65,000Oxford, UK
Character ArtistMid-levelGBP 36,000 – 48,000Oxford, UK
Lead ArtistLeadGBP 60,000 – 80,000Oxford, UK

Salary estimates based on UK games industry market data and Oxford cost-of-living context. UK income tax and National Insurance contributions apply. Oxford salaries typically run slightly above the UK games industry average due to cost of living.

Portfolio Tips by Discipline

Environment Artists

  • Target the specific franchise — Sniper Elite and Zombie Army are visually opposite
  • Show historical reference accuracy if applying to Sniper Elite or Strange Brigade
  • Modular set design and tileable textures alongside hero assets
  • In-engine screenshots with lighting are required — offline renders only do not advance

VFX Artists

  • Show range — realistic ballistic effects and supernatural horror effects are both needed
  • Rebellion uses a proprietary engine; emphasise your technical adaptability
  • Particle system architecture and performance awareness alongside visual quality
  • In-game context screenshots are more relevant than standalone renders

Character Artists

  • WWII-era uniforms, equipment, and historical costume reference accuracy
  • For creature work, show exaggerated anatomy alongside realistic human characters
  • Full production pipeline from high-poly to game-ready with texture sheets
  • Silhouette-strong designs that read clearly at gameplay camera distance

Technical Artists

  • Mention willingness to work in a proprietary engine — this is a recurring concern for Rebellion leads
  • Tool development experience alongside standard TA skills
  • Console performance optimization experience is highly valued
  • Shader work with documented setup and parameter explanation

Oxford Relocation Requirement

Rebellion’s Oxford headquarters is not near London’s games industry cluster. Most roles require on-site presence in Oxford. The city has a high cost of living relative to typical Rebellion salary bands — research housing costs before accepting an offer. Some senior and technical roles have been offered with hybrid arrangements, but this is not the default. Clarify the work model in the HR screen.

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Frequently Asked Questions

How do I get a game art job at Rebellion?

Apply through Rebellion’s careers page at rebellion.com/careers. Oxford is the main studio. The process includes portfolio review, an HR screen, an art lead interview, and an art test for most roles. Rebellion hires across environment, VFX, character, and technical art disciplines.

What art style does Rebellion use?

Rebellion’s style varies by franchise. Sniper Elite uses grounded military realism with historical accuracy. Zombie Army uses stylized horror with exaggerated creature design. Strange Brigade uses pulp adventure aesthetics with vibrant colour. Portfolio targeting by franchise is important.

What salary does Rebellion pay game artists?

Mid-level artist salaries typically range from GBP 38,000-50,000. Senior artists earn GBP 50,000-65,000. Lead roles range from GBP 60,000-80,000. UK income tax and National Insurance apply.

Is Rebellion a good studio to work at?

Rebellion is one of the UK’s longest-running independent studios, founded in 1992 and employee-owned since 2014. They are known for stable culture and relatively low crunch. Oxford relocation is typically required and the city’s cost of living is a consideration relative to salary levels.

Does Rebellion do paid art tests?

Rebellion typically uses unpaid art tests of 1 week or less. Senior roles may have more structured briefs. Confirm the scope in your initial HR screen to understand the time commitment before starting.

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