For artists finding their way – career advice, creative guidance, and support.

Concept Artist Career Progression Framework

Purpose:

This framework defines the core responsibilities, skill expectations, and growth goals for Concept Artists at all levels – from entry to leadership – in a small-to-mid-sized game development studio.

It is designed to:

  • Support self-assessment and career planning
  • Provide transparent expectations for each level
  • Encourage cross-functional collaboration
  • Enable mentorship and feedback across roles

How to Use:

This document is a living tool for artists, leads, and collaborators. Use it to:

  • Understand what’s expected at your current level
  • Plan growth toward the next stage
  • Give and receive targeted feedback
  • Align goals across art, design, and technical teams

Career Levels Overview

LevelFocusKey Themes
🟒 JuniorLearning under guidanceExecution, fundamentals, feedback
🟑 Mid-LevelIndependent visual developmentOwnership, iteration, collaboration
πŸ”΅ SeniorVisual leadership & mentorshipWorld-building, influence, quality
πŸ”Έ Principal / ExpertStudio-wide visual strategyInnovation, IP vision, thought leadership
πŸ”³ Lead / Art LeadTeam and cross-discipline leadershipTeam health, scalability, visual planning

How this guide helps:

  • Clarifies expectations: Understand what is expected at each stage of an artist’s career.
  • Supports mentorship: Aids in identifying the appropriate level of guidance for each artist, whether they’re Junior, Mid-Level, or Senior.
  • Facilitates feedback and development: Offers a structured approach to giving feedback and helping artists progress within the team.

Key Sections:

  • Junior Concept Artist: Focus on learning and executing tasks with guidance. Skills include basic drawing and understanding of 3D.
  • Mid-Level Concept Artist: Develops independence and consistency. Responsible for specific areas of visual development.
  • Senior Concept Artist: Leads visual direction for key project areas and mentors others. Coordinates with cross-discipline teams.
  • Principal Concept Artist: Sets visual direction and defines iconic visuals for new IPs. Works across multiple projects and influences the broader studio culture.
  • Lead Concept Artist: Manages and oversees the concept team. Ensures visual standards are met across projects and leads career development.

Concept Artist Career Progression Framework

Key responsibilities, skills, and growth goals associated with each level of a concept artist in a game development environment. It is designed to help assess current position and define development steps for future growth.


🟒 Junior Concept Artist

βœ… Focus: Learning and execution under guidance

Responsibilities:

  • Execute tasks based on briefs provided by more experienced artists or art directors.
  • Assist with research, moodboards, and ideation.
  • Produce linework, thumbnails, and exploratory sketches.

Core Skills:

  • Solid drawing, anatomy, color, and composition fundamentals.
  • Basic 3D understanding and perspective.
  • Good communication and responsiveness to feedback.
  • Familiarity with tools like Photoshop/Procreate and entry-level 3D tools (e.g., Blender, SketchUp).

Scenario in a Small Team Context:

  • Works under the direction of more experienced team members (e.g., concept artists, 3D artists, creative director).
  • Assigned smaller, supportive tasks such as prop sketches, variant iterations, or color explorations.
  • Regularly receives feedback from senior creatives or collaborators in other disciplines.
  • Begins understanding how 2D assets integrate into Unity or physical venue-based products.
  • Observes the full pipeline and learns how visual consistency is achieved across the team.

Growth Goals:

✊ Development Goals to Progress Toward Mid-Level: To reach Mid-Level, a Junior Concept Artist must demonstrate growing ownership, speed, and design sensitivity.

  • Take ownership of small tasks with minimal oversight
    • Handle clearly defined assignments from thumbnails to final design.
    • Example: Independently design a fantasy torch with iterations and callouts.
  • Gain speed and confidence in ideation
    • Produce varied, logical iterations in short time frames.
    • Example: Generate 10 weapon silhouettes for an NPC faction in under two hours.
  • Develop foundational design sense
    • Think in terms of form, function, silhouette, and story.
    • Example: Create an original sci-fi helmet design based on a unique backstory.
  • Improve visual storytelling
    • Embed narrative and world-building cues into designs.
    • Example: Add storytelling elements to a witch’s hut environment concept.
  • Understand production context
    • Learn how your work fits into 3D, animation, or engine pipelines.
    • Example: Understand why clean orthographics are essential for modeling.

🟑 Mid-Level Concept Artist

βœ… Focus: Independent asset development

Responsibilities:

  • Design props, characters, and environments with clarity and consistency.
  • Own visual development for defined project areas.
  • Collaborate effectively across departments.

Core Skills:

  • Strong visual storytelling and design clarity.
  • Orthographic views, callouts, and material breakdowns.
  • Proficiency in 3D use for paintovers or layout.
  • Time management and self-directed task completion.

Scenario in a Small Team Context:

  • Independently owns specific assets or visual components.
  • Collaborates directly with developers and 3D artists to align art with functionality.
  • Suggests process improvements and supports documentation.
  • Contributes art support beyond concept (e.g., icons, signage, UI sketches).
  • May informally mentor junior artists with guidance from senior team members.

Growth Goals:

✊ Development Goals to Progress Toward Senior: At this stage, the focus shifts from execution to becoming a dependable visual problem solver and contributor to the team’s artistic direction.

  • Own stylistically complex or high-visibility assets
    • Deliver high-quality assets with gameplay and style alignment.
    • Example: Design a main quest hub’s town square.
  • Consider gameplay and technical constraints
    • Design with animation, readability, and modularity in mind.
    • Example: Design a mech suit that supports rigging and animation needs.
  • Mentor informally
    • Share feedback and help peers grow through process transparency.
    • Example: Provide constructive drawovers for a junior’s environment sketch.
  • Contribute in visual discussions
    • Suggest improvements, reference logic, or design principles.
    • Example: Propose contrasting visual cues between factions.
  • Build a small area of expertise
    • Become a go-to resource in a niche skill area.
    • Example: Known for stylized creature design.

πŸ”΅ Senior Concept Artist

βœ… Focus: World-building, Visual leadership and mentorship

Responsibilities:

  • Drive major visual components (e.g. key characters, key environments or menus).
  • Mentor junior and mid-level artists.
  • Align closely with art directors on visual style.

Core Skills:

  • Consistent polish, design depth, and stylistic fluency.
  • Effective visual communication from sketch to polish.
  • Confident presentation and feedback delivery.
  • Deep understanding of production constraints and pipelines.

Scenario in a Small Team Context:

  • Helps establish the visual tone for a project or feature area.
  • Participates in visual direction meetings with leads or directors.
  • Coordinates with developers to ensure visual and technical cohesion.
  • Mentors peers and contributes to shared learning.
  • Anticipates design needs and proposes scalable visual systems.
  • Acts as a bridge between visual and non-visual departments.

Growth Goals:

✊ Development Goals to Progress Toward Principal: The Senior level is a springboard to becoming a cross-project, high-impact visual leader.

  • Create industry-recognized benchmark visuals
    • Develop work that defines IPs and studio identity.
    • Examples: Key art, style guides, faction-defining designs.
  • Lead visual development on new IPs
    • Define tone and style from the outset.
    • Examples: First pitch visuals, exploratory worldbuilding, tone bibles.
  • Drive innovation and mentor across disciplines
    • Suggest tools or methods that enhance studio output.
    • Examples: Introduce hybrid 3D/2D workflows or reusable systems.
  • Influence studio-wide visual direction
    • Help unify visual language and long-term artistic standards.
    • Examples: Create shared style references or join studio-wide critiques.

πŸ”Έ Principal Concept Artist / Expert Artist

βœ… Focus: Visual innovation, IP definition, studio-wide artistic influence.

Responsibilities:

  • Define iconic visuals for new or evolving IPs.
  • Develop benchmark concepts and style guides.
  • Collaborate across departments and disciplines.

Core Skills:

  • Mastery of design, genre knowledge, and visual storytelling.
  • Innovation through tools, processes, or pipelines.
  • Strong partnership with stakeholders on creative direction.

Scenario in a Small Team Context:

  • Establishes scalable design direction across projects or platforms.
  • Leads R&D initiatives (e.g., shaders, stylization, interaction).
  • Mentors across disciplines and influences art culture.
  • Partners with marketing, design, and production on key initiatives.
  • May represent studio externally (e.g., talks, panels, documentation).

Growth Goals:

✊ Development Goals to Progress Toward Lead: Transitioning from Principal to Lead shifts focus toward people, planning, and project health.

  • Guide entire pipelines beyond concept
    • Ensure concept art flows smoothly into modeling, rigging, and implementation.
  • Lead long-term visual R&D
    • Prototype future-proof workflows (e.g., stylized shaders, AI iteration support).
  • Align with business and creative strategy
    • Support pitches, milestones, and stakeholder communication.
  • Champion mentoring and external presence
    • Onboard new hires, support vendors, represent studio publicly.

πŸ”³ Lead Concept Artist / Art Lead

βœ… Focus: Team growth, project oversight, and cross-functional planning.

Responsibilities:

  • Oversee concept art team output and health.
  • Set visual standards and ensure timeline alignment.
  • Coordinate with production and creative leadership.
  • Guide hiring, onboarding, and development efforts.

Core Skills:

  • Team leadership and mentorship.
  • Production planning and delegation.
  • Strong communication across disciplines.

Scenario in a Small Team Context:

  • Ensures consistent visual output across initiatives.
  • Collaborates with leadership to manage scope and staffing.
  • Fosters feedback culture and career progression within the art team.
  • Balances aesthetics and technical constraints in production.
  • Helps sustain visual innovation and experimentation.

Growth Goals Beyond Lead:

  • Foster unified artistic vision across departments
    • Align art direction across UI, characters, VFX, and narrative.
  • Strengthen team health and scalability
    • Develop mentoring structures and support sustainable growth.
  • Shape long-term franchise strategy
    • Guide IP evolution across platforms and formats.
  • Represent studio externally
    • Speak at conferences, support community events, and build studio reputation.

I hope the guide will be helpful and provide some clear points to use as reference for growing in an art team. I created it basing this structure part on my personal experience and part on other artists and studios experiences and advices.

🎨 Sources:

ArtStation Blog: A Concept Artist’s Career in Game Development
An insightful article detailing the role of a concept artist within the gaming industry, outlining career paths and necessary skills.
πŸ”— A Concept Artist’s Career in Game Development

ArtStation Magazine: Creative Career Advice
Offers guidance on building a successful career in the creative industry, including tips on portfolio development and professional growth.
πŸ”— Creative Career Advice on ArtStation Learning

GDC 2023 Session Guide for VFX Artists, Animators, Technical Artists, and More
Provides a curated list of sessions focusing on visual arts, including concept art, offering insights into industry trends and professional development.
πŸ”— GDC 2023 Session Guide

GDC Vault
An extensive archive of GDC talks, including sessions on art direction, concept art workflows, and career development strategies.
πŸ”— GDC Vault

Art Lead, Concept Art – VALORANT, Characters
A detailed job description outlining the responsibilities and expectations for an Art Lead in concept art at Riot Games, providing insight into senior-level roles.
πŸ”— Riot Games Job Posting

Portfolio Tips & Advice – Riot Games Internship Study Guide Vol. 3
Offers valuable advice for aspiring concept artists on building a strong portfolio and preparing for internships or entry-level positions.
πŸ”— Riot Games Internship Study Guide

The Big Bad World of Concept Art for Video Games: An Insider’s Guide for Students by Eliott Lilly
A comprehensive guide offering practical advice for aspiring concept artists, covering topics from education to portfolio development.
πŸ”— Eliott Lilly’s Book

Ultimate Gamer: Career Mode by Craig Steele
A handbook exploring various careers in the gaming industry, including concept art, with tips on skills development and career progression.
πŸ”— Ultimate Gamer: Career Mode


✏️ Elisa Moriconi – that’s my name! – is a concept artist and illustrator who’s intent is to help artists navigate creative careers. That’s why I created this blog. Learn more at bethatartist.com


One response to “Concept Artist Career Progression Framework”

  1. Concept Artist – Generalist – Be That Artist Avatar

    […] by Elisa Moriconi October 5, 2025 […]

    Like

Leave a comment