How to Get Hired at Cloud Imperium Games

Studio Career Guide

How to Get Hired at Cloud Imperium Games

Art style breakdown, hiring process, salary ranges, and portfolio tips for artists targeting Star Citizen and Squadron 42 roles.

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Founded
2012
Chris Roberts
Headquarters
Manchester, UK
+ Austin, Frankfurt, Montreal
Team Size
1,200+
Across 5 studios
Engine
Star Engine
Modified CryEngine/Lumberyard
Key Titles
Star Citizen
Squadron 42
Art Style
Photorealistic
Hard sci-fi space opera

Art Style by Title

Star Citizen

Ultra-Photorealistic

CIG’s flagship MMO pushes real-time rendering to its limits. Every ship, space station, and planet surface is built to film-quality standards within a real-time engine.

  • Physically-based rendering, full PBR pipeline
  • Extreme geometric complexity on hero ships
  • Procedural planet tech with hand-authored biomes
  • Full body and facial animation on all NPCs

Squadron 42

Cinematic Sci-Fi

The single-player campaign features A-list actors, performance capture, and cutscenes indistinguishable from pre-rendered film. Art targets theatrical quality within real-time constraints.

  • Digital human pipeline for celebrity likenesses
  • Hollywood-grade facial capture and rigging
  • Set-piece environments rivalling AAA linear games
  • Deep collaboration between art and cinematics teams

Spaceship Design

Hard Surface Mastery

Ships are the centrepiece of Star Citizen’s art. Each manufacturer (RSI, Anvil, Drake, Origin) has a distinct visual language — ranging from industrial utilitarian to sleek luxury craft.

  • Manufacturer design language consistency
  • Interior + exterior modelling to exact spec
  • Hundreds of moving parts and mechanical animations
  • LOD optimisation for background fleets

Environments

Sci-Fi World-Building

From dense space stations to alien wilderness, CIG’s environment artists build some of the most ambitious real-time spaces ever attempted — all explorable at 1:1 scale.

  • 1:1 scale planetary surfaces and cities
  • Modular kit systems for stations and outposts
  • Alien biome and flora design
  • Lighting rigs for space and atmospheric environments

The Hiring Process

01

Application via CIG Careers Portal

Submit your CV and portfolio link through CIG’s official careers site. Applications via LinkedIn or third-party boards are reviewed but the portal is the primary pipeline. Include a tailored cover note referencing the specific role and studio location.

careers.cloudimperiumgames.com
02

Portfolio Screening

The art director team screens portfolios against the role brief. CIG expects photorealistic quality at all levels — a junior application with stylised work will be filtered out. Show your strongest 4-6 pieces, not a broad spread.

2-3 weeks turnaround
03

Technical Art Test

All successful applicants complete a paid art test. Tests are typically 2-4 weeks and cover role-specific deliverables — a character portrait, ship hard-surface asset, or environment kit. Tests are evaluated on technical accuracy, PBR quality, and process documentation.

Paid art test — 2-4 weeks
04

Panel Interview

A video call with the hiring manager and 1-2 senior artists from the team. Expect a portfolio walkthrough, questions on your art test decisions, and technical questions specific to your discipline. Process documentation matters — be ready to explain your workflow step by step.

60-90 minute video call
05

Offer and Onboarding

Offers are made to the studio location you applied for. Relocation support is available for Manchester and Frankfurt. Some senior technical roles can be negotiated as remote-within-UK or remote-within-EU. Onboarding includes a proprietary Star Engine training period.

Relocation support available

Salary Ranges

RoleManchester (GBP)Austin TX (USD)Frankfurt (EUR)
Junior Artist£28K–£38K$55K–$75K€32K–€48K
Mid-Level Artist£42K–£65K$75K–$110K€50K–€72K
Senior Artist£65K–£95K$110K–$160K€72K–€105K
Technical Animator£55K–£90K$95K–$150K€65K–€100K
VFX Artist£45K–£80K$80K–$140K€55K–€90K
Lead / Principal£90K–£130K$150K–$200K+€100K–€140K

Salary estimates based on published listings and industry data. Montreal (CAD) and Sydney (AUD) offices follow local market rates.

Portfolio Tips by Discipline

Character Art

  • Show a complete character: high-poly sculpt, retopo, UVs, textures, and real-time render
  • At least one piece with hard-surface armour or sci-fi suit elements alongside organic forms
  • Include a wireframe and texture breakdown — CIG art directors review the technical process
  • Facial portrait work is a bonus given CIG’s digital human pipeline

Environment Art

  • Demonstrate both interior and exterior environments — space stations and planet surfaces are both needed
  • Show modular kit construction and how pieces tile convincingly
  • Lighting is heavily weighted — show setups in Star Engine-comparable real-time renderers
  • Sci-fi or industrial aesthetic strongly preferred over fantasy or stylised work

Hard Surface / Ship Art

  • Include at least one complex mechanical asset with moving parts or panel variation
  • Show your blockout to final process — CIG values methodical, documented workflows
  • PBR material breakdowns are expected: albedo, roughness, metallic, normal, AO
  • Reference existing Star Citizen ship design language to show you understand the aesthetic

Technical Animation

  • Facial rigging and blend shape systems are highly valued given Squadron 42’s digital human work
  • Show cloth, hair, and secondary motion — CIG’s character pipeline relies on technical animation
  • Include tool or script examples if you have them — Maya Python or MEL scripting is a plus
  • Document your deformer stack and skinning methodology in portfolio notes

Before You Apply

CIG receives tens of thousands of applications per year and maintains a very high bar. The art test alone takes 2-4 weeks, so apply only when you have time to complete it properly. The Manchester office is not fully remote — expect at least hybrid attendance. Star Citizen’s extended development timeline means CIG roles can be rewarding but involve long-form project commitment rather than frequent shipping cycles.

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Frequently Asked Questions

Does Cloud Imperium Games do paid art tests?

Yes. CIG’s art tests are paid and typically last 2-4 weeks. The brief is role-specific and evaluated on technical quality, PBR accuracy, and how well you document your process. Completing an art test does not guarantee an interview — results are reviewed before the panel stage.

Can I work remotely for Cloud Imperium Games?

Most CIG roles are hybrid or on-site, tied to one of their five studio locations. Some senior technical and engineering roles can be negotiated as remote within the UK or EU, but this is not standard. The Manchester office is CIG’s art hub and expects regular attendance.

What disciplines does CIG hire most?

Character art (including facial and digital human work), environment art, technical animation, and VFX are the most consistently open disciplines. Ship and vehicle art roles open less frequently but are highly competitive when they do. Cinematic artists with mocap experience are needed for Squadron 42.

Is a degree required to work at Cloud Imperium Games?

No. CIG evaluates candidates on portfolio quality and the art test result, not academic credentials. A degree in game art, animation, or a related field may indicate technical fundamentals, but self-taught artists with strong portfolios are regularly hired. Your process and output matter more than your education.

How often does Cloud Imperium Games hire?

CIG posts new art roles every 1-3 months per location. Given the scale of Star Citizen and Squadron 42, they have ongoing hiring needs across all disciplines, but roles are not always publicly posted. Following their careers page and ArtBlast ensures you don’t miss openings when they appear.

Recent Openings

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