How to Get Hired at People Can Fly
What People Can Fly looks for in game artists, how its Unreal Engine pipeline shapes the bar, salary ranges by role, and how to build a AAA-ready portfolio.
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Art Style & Work
People Can Fly is a long-time Unreal Engine studio known for high-fidelity action games. The bar is realistic, physically-based AAA art built to perform in fast, effects-heavy combat.
Outriders
Grounded Sci-Fi RealismGritty, war-torn sci-fi with dense environmental storytelling and heavy weathering. Realistic materials under dramatic, moody lighting.
- PBR materials with believable wear and grime
- High-density environment set dressing
- Hard-surface weapons and gear at AAA fidelity
- Readable combat spaces under heavy VFX
Gears / Action Heritage
Heavy AAA RealismPeople Can Fly's shooter heritage rewards weighty, tactile characters and hard-surface work with strong silhouette and material contrast.
- Believable armour, weapons and props
- Strong form and silhouette at gameplay distance
- Material definition that reads in motion
- Clean, efficient topology for animation
Unreal Engine 5 Fidelity
Next-Gen PipelineNewer projects lean on UE5 features. Artists comfortable with modern lighting, Nanite-scale detail and in-engine look development have an edge.
- In-engine look development
- Modular, kit-based environment construction
- Material and shader authoring in UE
- Optimisation for high-fidelity, high-action scenes
The Hiring Process
People Can Fly's process is a fairly standard AAA pipeline. Steps can vary by studio location and role level.
Portfolio Review
Art leads assess portfolios first. AAA fidelity and in-engine work matter. Show finished, shipped-quality pieces and make your best asset the first thing they see.
Typical: 1-2 weeksRecruiter Screen
A talent partner discusses your background, the project and studio, relocation or remote setup, and pay expectations. Confirm the role's discipline and whether an art test is involved.
Typical: 30-45 minutesArt Lead / Technical Interview
A portfolio walkthrough plus questions on your Unreal workflow, optimisation choices and collaboration. Expect to talk through specific decisions in your work.
Typical: 60-90 minutesArt Test
A discipline-specific brief, often with an in-engine component. Deliver clean topology, well-organised materials and a short breakdown of your process. Confirm compensation terms in advance.
Typical: about 1-2 weeksFinal Interview
A wider panel covering pipeline understanding, feedback style and team fit, plus a review of your test. Collaboration inside a AAA team is weighted heavily.
Typical: 1-2 hoursSalary Ranges
| Role | Level | Pay | Location |
|---|---|---|---|
| Character Artist | Mid-level | PLN 12,000 - 20,000 / month | Poland |
| Environment Artist | Mid-level | PLN 12,000 - 19,000 / month | Poland |
| Technical Artist | Mid-level | PLN 15,000 - 24,000 / month | Poland |
| Senior Artist | Senior | PLN 20,000 - 32,000 / month | Poland |
| Artist (international) | Mid-Senior | $70,000 - $120,000 | Montreal / Newcastle / NYC |
| Art Lead | Lead | PLN 28,000 - 42,000 / month | Poland |
People Can Fly's Polish studios pay in PLN (often as B2B contracts), while its Montreal, Newcastle and US studios pay in local currency. Ranges are broad estimates for guidance only; confirm the specific band and contract type for your studio and role.
Portfolio Tips by Discipline
Character Artists
- AAA realism: full pipeline from high-poly to in-engine
- Show believable materials and micro-detail
- Wireframes and texture breakdowns, not just renders
- Hard-surface and organic range is a plus
Environment Artists
- Modular kit thinking and set dressing
- Tileable materials plus hero assets
- In-engine screenshots and lighting
- Environmental storytelling and composition
Technical Artists
- Unreal shader and tool work with breakdowns
- Optimisation case studies with numbers
- Python / Blueprint scripting
- Look-dev and lighting support experience
VFX / FX Artists
- Real-time VFX built in Unreal (Niagara)
- Readable combat effects that don't obscure gameplay
- Performance-aware particle and material work
- Short gameplay-context captures
Contract Type and Currency
Many People Can Fly roles in Poland are offered as B2B contracts paid in PLN rather than traditional employment, which changes the take-home maths significantly. International studios differ again. Clarify the contract type, currency and whether the role is on-site, hybrid or remote before you get deep into the process.
Frequently Asked Questions
How do I get a game artist job at People Can Fly?
Apply through the People Can Fly careers site to a specific studio and role. The typical process is a portfolio review, recruiter screen, an art lead or technical interview, a discipline-specific art test (often with an in-engine component), and a final panel. AAA fidelity and Unreal Engine experience are strong signals.
What art style does People Can Fly use?
Grounded, physically-based AAA realism. Outriders is gritty, weathered sci-fi, and the studio's shooter heritage rewards weighty hard-surface and character work that reads in fast, effects-heavy combat.
Does People Can Fly do art tests?
Yes, a discipline-specific art test is common, often including an in-engine element. Whether it is compensated varies, so confirm the terms during your recruiter screen.
What salary does People Can Fly pay artists?
Polish studios pay in PLN, frequently as B2B contracts, with mid-level artists commonly in the PLN 12,000-20,000/month range and seniors higher. International studios in Montreal, Newcastle and the US pay in local currency at market rates.
Is it hard to get a job at People Can Fly?
It is a competitive AAA studio with a high fidelity bar. Strong Unreal Engine skills, shipped-quality portfolio pieces and in-engine work meaningfully improve your odds.
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