How to Get Hired at Remedy Entertainment as a Game Artist

Studio Hiring Guide

How to Get Hired at
Remedy Entertainment

The studio behind Control, Alan Wake 2 and Quantum Break. Known for surrealist horror environments and photorealistic character work.

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Headquarters
Espoo, Finland
Founded
1995
Team Size
500+
Known For
Control, Alan Wake 2, Max Payne
Engine
Northlight (proprietary)
Parent Company
Independent (publicly listed)

Art Style Across Remedy Entertainment’s Games

Remedy builds worlds that feel photorealistic but deeply strange. Their art pushes technical fidelity into surrealist territory.

Control

Brutalist Architecture & Paranormal

Vast concrete government buildings with impossible geometry. Art team balanced real-world architectural photography reference with supernatural distortion and Oldest House visual language.

Alan Wake 2

Pacific Northwest Horror & Dark Place

Dual-world structure requiring two completely different visual identities. The Bright Falls forests contrast with the Abstract Expressionist nightmare of the Dark Place, demanding versatile environment artists.

Quantum Break

Live-Action Integration & Time Fractures

Hyper-detailed environments designed to hold up under the scrutiny of live-action comparison footage. Time fracture VFX required close collaboration between art and tech teams.

Max Payne 1 & 2

Film Noir & Gritty Realism

Dark, rain-soaked urban environments that defined Remedy’s early visual identity. High-contrast lighting and cinematic framing have remained a studio signature.

How Remedy Entertainment Hires Game Artists

Remedy runs a structured portfolio-first hiring process. They hire across disciplines but the art test is central to almost every role.

01

Application + Portfolio Review

Remedy’s recruiting team reviews every portfolio submission. The first cut is purely visual. Include your highest-quality work and make the first three pieces your best. They hire for specific projects, so timing matters as much as quality.

02

Recruiter Screen (30 min)

A conversation about your background, experience with the discipline, tools you use, and interest in Remedy’s game style. This is also where they confirm you can legally work in Finland or relocate.

03

Technical Interview with Art Lead

A deeper review of your portfolio with an art lead or senior artist from the relevant discipline. Expect questions about your process, how you solve specific technical problems, and how you handle art direction feedback.

04

Art Test (paid for senior roles)

Most mid-to-senior roles include an art test. Remedy has moved toward compensating artists for test time on senior positions. Junior roles may have unpaid take-home tests with a 1-3 day window.

05

Final Interview + Offer

A final conversation with the hiring manager or a cross-discipline team. Offer is made in EUR. Finland requires a work permit for non-EU citizens and Remedy’s HR team assists with relocation.

Remedy Entertainment Artist Salary Ranges

Remedy is based in Finland and pays in EUR. Salaries are competitive for the Nordic market but below London or US equivalents.

RoleSenioritySalary Range
Environment ArtistJuniorEUR 30K – 42K
Environment ArtistMidEUR 42K – 62K
Environment ArtistSeniorEUR 62K – 85K
Character ArtistMidEUR 40K – 60K
Character ArtistSeniorEUR 60K – 82K
Technical ArtistMidEUR 45K – 68K
Technical ArtistSeniorEUR 68K – 95K
VFX ArtistMid/SeniorEUR 45K – 80K

Portfolio Tips for Remedy Entertainment Applications

Environment Artists

  • Show architectural photography-informed environments
  • Include lighting work alongside modelling
  • Demonstrate scale: both hero detail and distant atmosphere
  • Northlight engine uses custom workflows — show adaptability

Character Artists

  • Photorealistic human characters preferred over stylized
  • Show facial detail and skin/fabric material work
  • Include cloth simulation or digi-double work if relevant
  • Realistic hair and grooming is a strong differentiator

VFX Artists

  • Houdini destruction and particle systems score high
  • Show environment-integrated VFX, not just standalone hero effects
  • Include real-time Niagara or equivalent work
  • Demonstrate lighting-VFX collaboration in your shots

Technical Artists

  • Shader authoring for PBR pipelines is essential
  • Pipeline tool development in Python or similar
  • Show understanding of custom engine constraints
  • Procedural environment generation experience a strong plus

Remedy hires for specific projects, not general headcount

Remedy’s hiring is tightly project-driven. When Control 2 or a new IP enters production, roles open in clusters. When projects are in late production, hiring slows significantly. If you miss a hiring window, the same role may not reopen for 12-18 months. Keep ArtBlast running in the background so you catch Remedy postings within 24 hours.

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Frequently Asked Questions

Does Remedy sponsor work permits for non-EU artists?

Yes. Remedy actively recruits internationally and assists with Finnish work permit applications. The process typically takes 4-8 weeks. EU citizens work freely without a permit.

Is relocation to Finland required?

Most Remedy roles are on-site in Espoo. They have trialed hybrid work but core production roles generally require physical presence. Relocation support is offered for senior hires.

Does Remedy pay for art tests?

Remedy has moved toward compensating senior artists for test time. Junior and mid-level roles may still include unpaid take-home tests. It is reasonable to ask when the test is assigned.

How competitive is Remedy hiring?

Remedy receives hundreds of applications per role. The first filter is the portfolio. Getting past the recruiter screen requires a portfolio that clearly demonstrates the photorealistic, cinematic quality their games are known for.

What disciplines does Remedy hire most?

Environment Art, Character Art, and Technical Art are Remedy’s highest-volume hiring disciplines. VFX and Lighting roles open less frequently but are critical given Remedy’s signature visual style.

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