How to Get Hired at Madbox

Career Guide

How to Get Hired at Madbox

Madbox built Tennis Clash into a 150M+ download mobile phenomenon from a 50-person Paris studio. This guide covers their mobile art pipeline, hiring process, Parisian salary ranges, and what your portfolio needs to land a role.

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Headquarters
Paris, France
Hybrid / some remote
Studio Size
50-80 staff
Independent
Founded
2018
Rapid mobile growth
Key Title
Tennis Clash
150M+ downloads worldwide

Art Style and Pipeline

Madbox operates at the intersection of polished mobile gameplay and performance-driven marketing art. Four disciplines drive their visual production.

Mobile UI Systems

Tennis Clash / Subway Surfers Blast

Clean, tap-friendly UI designed for small screens. Readable at 375×812 pixels. Bright, high-contrast, and optimised for engagement in a casual gaming context.

  • Button hierarchies and progressive disclosure menus
  • Pop-up and modal dialog systems with animation hooks
  • Icon and badge design for inventory and player progression
  • Consistent style across multiple game modes and screens

Stylised 3D Characters and Sports Art

Tennis Clash

Semi-realistic 3D characters rendered in mobile-optimised pipelines. Sports equipment, courts, and environments with clean PBR texturing.

  • Low-to-mid poly characters with stylised proportion exaggeration
  • Tennis court and stadium environments for multiple global settings
  • Animated character rigs with sport-accurate motion references
  • Level of detail optimisation for mobile GPU constraints

Performance Marketing Art

User Acquisition

Madbox invests heavily in paid user acquisition. Marketing artists create app store assets, playable ad visuals, and social media creatives that drive installs.

  • App store screenshots with feature call-outs and localisation
  • Playable ad visual frames that demonstrate core gameplay
  • A/B test variants for install conversion optimisation
  • Social media video thumbnails and short-form motion graphics

Motion Design and UI Animation

All Madbox Titles

Micro-animations that reward player actions and drive session engagement. Button pulses, reward explosions, onboarding flows, and celebration sequences.

  • After Effects-based UI animation exported to JSON via Lottie
  • Particle burst and confetti reward animations
  • Loading screen and onboarding flow motion sequences
  • Performance-aware animation budgets for mobile frame rates

The Hiring Process

01

Application

Apply through Madbox’s jobs page or LinkedIn. A portfolio link is required. Marketing art and UI-specific examples outperform general game art portfolios in their screening process.

Online application
02

Portfolio Review

The art lead reviews your work against current production needs. Given the studio size, decisions are fast. Response usually within 1-2 weeks.

1-2 weeks
03

Video Interview

A call with the Art Lead or a senior artist. Covers your process, how you handle fast iteration, and specific portfolio pieces. Madbox moves quickly so expect direct questions about your availability and timeline.

45-60 minutes
04

Design Challenge

A short creative brief relevant to the role. UI artists may receive a screen redesign brief. Marketing artists may receive a playable ad or store page brief. Usually 4-6 hours.

4-6 hours
05

Offer and Contract

Offers are typically made within a week of the design challenge. For non-EU hires, Madbox processes EU Blue Card or French Tech Visa applications as part of onboarding.

Offer stage

Salary Ranges

RoleLocationSalary Range
UI Artist (Mid)Paris, FranceEUR 48K-62K/yr
UI Artist (Senior)Paris, FranceEUR 65K-82K/yr
3D Artist (Mid)Paris, FranceEUR 45K-60K/yr
3D Artist (Senior)Paris, FranceEUR 62K-80K/yr
Marketing Artist (Senior)Paris, FranceEUR 60K-82K/yr
Motion Designer (Senior)Paris, FranceEUR 58K-80K/yr

Portfolio Tips by Discipline

UI Art Portfolio

  • Show complete mobile UI systems, not individual screens
  • Phone-resolution mockups with all interactive states visible
  • Casual game UI: menus, popups, HUDs, icons, and loading screens
  • Animation hooks or Lottie-ready UI motion concepts are a bonus

Marketing Art Portfolio

  • App store screenshots with feature callouts and localization examples
  • Social creative and playable ad frame designs
  • Show understanding of install funnels and what visuals drive taps
  • A/B test thinking in your process notes or case studies

3D Art Portfolio

  • Low-to-mid poly with stylised PBR texturing for mobile budgets
  • Characters with sport-ready proportions or casual game aesthetic
  • Show triangle counts and texture map sizes alongside renders
  • Mobile rendering viewport shots in Unity or Unreal alongside software renders

Madbox Hires for Mobile-Specific Skills

Madbox’s art pipeline is built around mobile platforms. Artists with AAA PC or console portfolios who have not adapted their work to mobile constraints are regularly screened out. Before applying, convert your best work to mobile context: resize screenshots to phone dimensions, add mock-up frames, and document polygon counts and texture atlas sizes. Demonstrating mobile awareness directly in your portfolio removes the most common rejection reason.

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Frequently Asked Questions

What is Madbox’s main product?

Tennis Clash is Madbox’s flagship game with over 150 million downloads and a global esports scene. They also published Subway Surfers Blast and Idle Miner, and continue developing new mobile titles.

Is Madbox a good place to start a mobile game art career?

Yes. Small team means early ownership and broad scope. Artists at Madbox typically see their work shipped in months rather than years. The studio is also well-regarded in the Paris mobile games scene, making it a strong addition to a CV.

Does Madbox use Unity or Unreal?

Madbox primarily builds with Unity for mobile production. UI animation uses Lottie via the DotTween or Spine pipelines. Knowledge of Unity’s Canvas system and UI Toolkit is directly relevant.

Does Madbox have an open source or game jam presence?

Madbox participates in mobile game jams and publishes prototype games periodically. They are active in the Paris game developer community and recruit from game jam participants and local universities.

What is it like working at a 50-person studio compared to a large publisher?

Smaller scope means faster decision-making, fewer approval layers, and direct access to product leadership. Artists at Madbox can see their UI screen or marketing creative go live within weeks. The tradeoff is less job security compared to a large publisher, and the pace can be intense during launch periods.

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