How to Get Hired at
Homa
Homa is a global mobile game developer and publisher founded in Paris in 2019. Their art team hires 2D Artists, 3D Artists, Senior Spine Animators, and Motion Designers across Istanbul, London, and Paris.
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Studio Overview
Homa Art Style
Homa creates casual mobile games with colorful, accessible visual design. Their art style prioritizes immediate readability over complexity.
Bright Casual 3D
Chunky, low-poly 3D assets in vibrant colors. Simple geometric forms with smooth materials and satisfying animations. Optimized heavily for mobile performance — clean topology and minimal texture complexity.
Colorful Match Style
2D tile and icon design with clear color coding and bold outlines. Assets must read instantly at thumbnail size. Consistent brand palette applied across all visual elements.
Mid-Core Mobile Polish
Homa’s longer-lifecycle games have slightly more visual depth than their hyper-casual titles. Character design with Spine animation rigs, more detailed environment sets, and UI systems with animated transitions.
Motion and Video Design
App store creatives, trailers, and playable ads require strong motion design skills. After Effects compositing, Spine UI animation, and understanding of app store conversion psychology all matter here.
The Homa Hiring Process
Here is what to expect when you apply for a game art role at Homa.
Application
Apply via LinkedIn or the Homa careers page. Include a portfolio link. Homa moves faster than large studios — applications without a portfolio link are not reviewed. A brief cover note explaining why mobile game art interests you helps differentiate your application.
Portfolio Review
The creative lead reviews your portfolio. They want to see work at mobile scale — small, readable, colorful assets rather than cinematic large-scale scenes. Speed of production and style versatility are both valued. One portfolio piece in a Homa-adjacent style signals alignment strongly.
Brief Interview
A 30-45 minute call with the creative lead or art director. Conversation-focused — they want to understand your process, tool proficiency, and ability to iterate quickly on feedback. Questions often include: how long does it take you to complete a character, how do you handle style briefs.
Art Test (some roles)
Some roles include a short art test to assess production speed and style matching. Tests are typically 2-4 hours maximum and focus on a single asset. Spine animation roles may include a brief rig and animation test.
Offer
Homa makes offers within 1-2 weeks of the final interview. Salaries are competitive for each local market. Istanbul roles are paid in TRY. London roles in GBP. Paris roles in EUR.
Salary Ranges
| Role | Level | Salary | Location |
|---|---|---|---|
| 2D Artist | Mid-Level | GBP £32,000–£48,000/yr (est.) | London |
| Senior 2D Artist | Senior | GBP £45,000–£65,000/yr (est.) | London |
| Motion Designer | Mid-Level | EUR 32,000–52,000/yr (est.) | Paris |
| Senior Motion Designer | Senior | EUR 45,000–70,000/yr (est.) | Paris |
| Senior Spine Animator | Senior | Above market (negotiated) | Remote / Paris |
Paris roles in EUR, London in GBP, Istanbul in TRY. Homa pays above local market for strong Spine 2D animation specialists.
Portfolio Tips for Homa Roles
2D Artists
- Show character designs that read at app icon size
- Bold color palettes with clear hierarchy — not moody or atmospheric
- Demonstrate speed: include timeline or note how long key pieces took
- Knowledge of Spine for 2D animation rigging is a major bonus at every seniority level
3D Artists
- Low-to-mid poly stylized work — not photorealistic character studies
- Show Unity in-engine screenshots if possible
- Clean topology with efficient UV layouts — mobile polygon budgets are strict
- Include animation-ready poses or demonstrate awareness of rigging constraints
Spine Animators
- A Spine-specific showreel is required for animation roles
- Show character walk cycles, idle animations, attack animations, and UI transitions
- Demonstrate mesh deformation and bone rigging expertise
- Senior Spine animators who can also train junior animators are especially valued at Homa
Motion Designers
- After Effects fluency is the baseline
- Show app store video ads and game UI animation specifically
- Understand conversion-focused design — Homa motion work drives installs, not just awards
- Spine + After Effects combination is the ideal toolkit for this role
Mobile Speed vs. Portfolio Quality Trade-off
Mobile game production is faster than AAA. A character that would take 2 weeks at a console studio may need to be done in 3 days at Homa. Your portfolio should demonstrate production speed alongside quality. If every piece in your portfolio is a long-form personal project, be ready to discuss your production pace directly.
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Frequently Asked Questions
What games does Homa make?
Homa develops and publishes mobile games including All in Hole, Tile Busters, Traffic Escape, Merge Master, and their Forever Franchise long-lifecycle titles. They have placed multiple games in the top 10 charts globally.
Does Homa hire remote game artists?
Most Homa roles are on-site at their Istanbul, London, or Paris offices. Some senior roles may allow hybrid arrangements. Remote is not the default at Homa — confirm during the application process.
What is Spine and why does Homa use it?
Spine is a 2D skeletal animation tool optimized for real-time game use. It is standard in mobile game development because it produces smooth animations with small file sizes — critical for app store delivery. Homa relies heavily on Spine for character and UI animation.
Is Homa a startup or established company?
Homa was founded in 2019 but has grown rapidly to 200+ staff and raised significant VC funding. They are post-startup in scale but maintain startup culture in terms of pace and agility.
Does Homa sponsor work visas?
Homa can sponsor EU work visas for Paris roles and UK Skilled Worker Visas for London roles. Turkish work permits for Istanbul roles are straightforward for EU/Western candidates.
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