Which Art Role Does Your Project Need?
Hire 2D Artists
Short on 2D hands for characters, backgrounds, or Spine rigs? Get artists delivering engine-ready work for mobile, casual, and stylized projects, matched to your pipeline.
Hire 3D Artists
Need 3D support for modeling, sculpting, texturing, or VFX? Get artists who build to your polycount and engine spec, fit for PC, console, or high-fidelity mobile.
Hire Animators
Animation falling behind on walk cycles, combat states, or cutscenes? Get artists who rig to your animation system, export-ready for Unity or Unreal.
Hire UI and UX Designers
Stuck on menus, HUD, or onboarding flows? Get designers who build around your player journey and confirm every screen against your platform’s safe areas, DPI targets, and tap-target sizes.
Two Ways to Hire Game Artists From Us
Dedicated Team
Building a multi-discipline art team in-house takes months and a headcount budget already committed elsewhere. A dedicated team gives you a batch of specialists from every discipline: 2D, 3D, animation, and UI. Assets arrive in your engine format on schedule. Best for studios with a defined asset batch, a fixed timeline, and no bandwidth to manage several people day to day.
Individual Artists
Hiring permanently for a temporary gap adds overhead your roadmap doesn’t need. Add exactly what’s missing: a 2D artist, 3D artist, animator, or UI designer. Best for studios with a running pipeline, settled art direction, and one specific skill missing.
One of the Most Trusted Game Development Studios
Well, I signed up to work with Juego Studio for a project and they really exceeded my expectations. The project was delivered on time, with no hiccups whatsoever. They are talented and professional game developers who get the job done without fail. I cannot recommend them enough!
Sam Anthony Gilfred
Sr. Project Manager
Amazon
I was very pleased with the quality of the work we received for our project. They were delivered on time and with very minimal feedback from our team. Juego Studios is good company to work and will be looking to them for our future projects!
Paul Skinner
Director
Wicked Witch Studios
It's safe to say that most regular human beings would be shocked and daunted at the idea of having to do a high quality game for iOS and Android, within a deadline of few months. I can honestly say that this work not the case with Juego Studios. They responded reactively, calmly and productively, and ended up delivering a game that both myself, the LatAm team, and users, were very happy with. There is a calm and experienced professionalism to the Juego team, and I would not hesitate to use them again.
Josh Saunders
Senior Director,
Innovation (Warner- Group)
The Juego Studios team was instrumental in developing one of our recent apps. We were able to supplement our small development team with several more developers that worked on front and backend features. They filled gaps wherever necessary and accelerated our time to market. After release, they continued to help us with new features and bug fixes. I would work again with them if needed.
Robert Baily
Director of Application Programming
JumpStart Games
Why Studios Choose Juego for Art Talent
Contributing Within a Week
Tool access, naming conventions, and a style guide walkthrough all happen during onboarding, before the first task drops. Your sprint doesn’t pause while someone gets up to speed, and first deliverables land inside your normal cycle.
Scale As Your Roadmap Moves
Production scope moves, and your art team should be able to move with it. Add artists ahead of a launch push, or step back once a milestone ships, on two weeks’ notice. Nothing renegotiated: same rate card, same point of contact, same pipeline. No disruption to work already in flight.
Your Assets, Your Call
100% IP transfer on delivery, NDAs signed before the first call, and project teams walled off from other clients. Every project ships with a full working-file handover, including complete version history. Most art vendors won’t give you that. Zero asset reuse, ever.
THE PLATFORMS WE DEVELOP FOR
How We Place Your Game Artists
Share Your Art Scope
Send your style references, asset scope, target engine, team size, and timeline. A ten-minute call or a short brief form covers what’s needed to start matching, without a round of discovery meetings. The clearer the scope, the faster the shortlist.
Receive Matched Profiles
Get a shortlist within 2-3 business days: artists with relevant genre and platform experience, confirmed availability, tool proficiency, and portfolio work close to your direction. No profile goes out until it’s a genuine match for your pipeline.
Run a Paid Trial Task
Each shortlisted artist completes a small paid task scoped to your actual project. You see how they read a brief, take feedback, and work inside your review window before anything is signed. You pay only for the task, not a placement fee.
Sign the NDA and IP Agreement
Both sides sign before any project material is shared. The agreement covers source files, working files, and final assets during the engagement and after it ends. Your legal team is welcome to review our standard terms first.
Onboard into Your Pipeline
Artists join your tools and channels within a week, with at least 4 hours of daily overlap with US working hours. A short session covers naming conventions, review cadence, and handoff before production starts. You get one onboarding contact, not a rotating queue of introductions.
Review, Iterate, and Scale
Completed work passes an art lead’s review before it reaches your queue. You review, flag revisions, and changes come back in the next cycle. Scale the team up or down as scope moves. You set the cadence; we match it.
Ready to see who's available?
Share your art scope and get a matched shortlist back.
Frequently Asked Questions
If your brief and style references are ready, a trial task can begin within 24 hours of sign-off.
Yes, one artist is fine. Hire a single artist to fill a specific gap or a dedicated multi-discipline team for full coverage. Most mobile studios start with one to three artists; larger PC or console projects often need five or more. Your roadmap shifts; the team resizes with it, not against a fixed contract.
You do, in full. Every engagement is work for hire, and the IP assignment is signed before work begins, covering source files, working files, and final assets. There are no licensing grey areas, and nothing appears in a portfolio without your written consent. If your legal team needs terms beyond our standard NDA, we’ll work through those directly with them.
You get a revised shortlist at no extra cost, and no project work starts until you sign off on the new team. The paid trial task exists to catch this before you commit to anything.
Yes, on two weeks’ notice. Add artists ahead of a launch push and step back once the milestone ships, without penalty clauses or contract renegotiation. If the same milestone needs the specialist back later, we prioritize re-engaging them over onboarding someone new.
Dedicated art teams typically run $6,000 to $25,000+ a month, and a single specialist costs less depending on discipline and seniority. Send us your project requirements and we’ll come back with a rate card and resource plan built around your actual scope, not a one-size-fits-all price list.
Matching starts with your references and target engine, not just discipline. Every shortlisted artist has shipped work close to your genre and style, confirmed against your direction before the trial task starts. If the paid trial doesn’t land, the shortlist gets revised at no extra cost until it does.
Mobile
PC
Full-Cycle
Co-Development
Outstaffing