Artists bring the vision
of our games to life.

Artists add color and style to Blizzard characters, environments, cinematics, interfaces, web pages, comics, and more. You embrace the Blizzard style that’s persisted throughout our games—recognizable silhouettes and strong colors that guide players and add clarity and cohesion. You can paint muscle-bound orcs or glittering starscapes without sacrificing usability.

You’ll work with a variety of tools, from pencil and paper to texturing software, to make fantasies real and craft inviting worlds that spark the imagination of your peers. The beautiful (or terrifying) images you create aren’t just for appreciating—they’ll ultimately support and inform gameplay.

Elements of Blizzard Art

  • Blizzard characters are big, epic, heroic, and dynamic. They stand wide in frames and strike action poses. They’re exaggerated and stylized—not “realistic”—to allow them to hold up over time rather than being quickly “dated” by increasing graphics processing power.
  • We prototype quickly and get art “usable”—close to the form in which players will experience it—as early and often as possible.
  • The environments you create and contribute to should be vibrant—striking with color, light and saturation—and, above all, immersive.
  • Blizzard art is readable and clear in the interest of supporting players and users. Characters pop out of backgrounds; environments surprise and challenge without obscuring the player’s view of what they need to do to enjoy and progress through their game.
  • Blizzard art is consistent with internal logic. We want to create worlds that feel real and lived-in.
  • Understand technical and gameplay constraints—don’t create art that fights with design or engineering limitations; instead, make it harmonious.
  • Game art is interactive first, and a place for passive appreciation second—focus on the player’s experience over creating the perfect “museum piece.”
  • A lot of our games are about conflict and confrontation. Be prepared to regularly depict battle (or its aftermath)!
  • Be inspiring. Your designs, character movement, and visual effects make it fun for players to take actions, even after they’ve repeated those actions many times.
  • Collaboration and building consensus with your peers are king and queen. Understand your co-workers’ philosophies and strengths by listening to them. When you disagree, strive to make sure that the best, most “Blizzard” idea wins out (even if it’s not yours).

Application Advice

  • Your Cover Letter
  • Tell us what excites you about working for Blizzard. What do you dream about contributing to?
  • Describe your unique aptitudes—the qualities you have that not all applicants possess.
  • How do you craft your art? Traditional canvas painting? Tablet? Demonstrate your approach—not just through a checklist of your skills, but by describing your creative process.
  • Iterate! Your cover letter should be as polished (succinct, readable, and grammatically correct) as the final work you'd show to the world.
  • Your Resume
  • Focus on relevant experience – what in your history makes you a better creator, implementer, team collaborator, visionary or co-worker?
  • Show that you can create with “gameplay first” in mind. Game art and animation is readable, not just good-looking, and transitions smoothly. Media or promotional art needs to match a shared style, even if the same character or environment is being crafted by multiple people.
  • Peer review is a significant part of art development at Blizzard—we push each other to deliver high-quality work. If you’ve worked with others on creating art (or if you’re naturally inclined towards collaboration), please include examples and describe your role.
  • Your Portfolio
  • Portfolio needs vary from position to position, but, in general, you should endeavor to submit complete work as well as in-progress work. Use digital links to your work (or e-mailed archive files) whenever possible. Focus on material specific to the role you’re applying for over more general pieces – if you are applying to design environments, your portfolio should prioritize a range of environment and landscape work over character concepts.
  • Show us your iterative process visually. Art often goes through many revisions to ensure that it meets the Blizzard style standards – if we can see how you get there, it’ll be easier for us to determine how you’ll fit with the team.
  • A portfolio site is a great way to showcase your work and ensure that it’s quick and simple for us to review. Please provide an index of the contents of your portfolio to make sure we understand what’s in it, and maintain it so that it’s up to date! If you have done multiple different types of work (3D modeling, photography and logo design, for example), help our recruiters zero in on what’s relevant with curated links or intuitive navigation.

Experience Advice

  • Work Experience Work experience creating art comes from all over, and there are plenty of ways to hone yours.
  • Submit your work to an art community – online art communities often include robust portfolio-tracking features, plus an army of contributors and critics whose discussion and feedback can help you step up your game or work on particular aspects of your art like texturing or rigging.
  • Learn art programs – artists at Blizzard work in a variety of tools and programs – modeling, photo editing, VFX, and more. Review the descriptions of jobs you’re interested in to learn which tools are necessary, and then learn those tools (or open-source alternatives) on your own.
  • Create game-focused art – a number of games that you already love can accommodate custom models, new particle effects or replacement icons – by creating content for a current game, you show that you can integrate your personal style into an existing IP. The StarCraft II Editor is a great place to start.
  • Fill up your sketchbook – never stop drawing. The more you draw, the more comfortably you’ll be able to create on a deadline.
  • Work in a related field – jobs in graphic design, TV or film, cartooning or comics can provide you with a bedrock of experience, and strengthen fundamental art skills like sticking to a style guide and sharing creative responsibilities.
  • Work for another developer. If you’ve professionally worked in game art, show us your specific contributions (more deeply than “I worked on Game X”). Each game company is unique, and has its own lessons and culture to draw on.
  • Education Education is ultimately secondary to talent and experience implementing your work. That said, a number of university programs can provide you with a solid foundation for work as an artist.
  • Consider learning about or getting accredited in Computer Science, Game Art & Animation, Art History, Graphic/Media Design or other relevant roles.
  • Focus on developing your skills and portfolio with schooling, rather than bolstering your resume or degree. Choose classes that will help hone your strengths, shore up your weaknesses, and teach you new techniques to broaden your scope as an artist.
  • Pursue internships whenever you can – they’re a great opportunity to understand day-to-day work in the games industry, meet people and get experience working with the many different skills that go into making a game.
  • Learn to think critically about art - visit museums and galleries, talk to other artists, and reflect on both your own work and popular art. When you understand and are able to discuss the components of what makes something cool, inspiring or easy to understand, your art will have a bigger impact, and you’ll be better at giving and receiving critique with your coworkers at Blizzard.