About the role
People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand our expertise and push the boundaries of what’s possible in game development.
Our creative teams are currently working on several exciting titles developed in collaboration with leading publishers, as well as original projects under our self-publishing model. We are also exploring new platforms and experiences, including VR and other unannounced projects.
With over 20 years of experience, People Can Fly continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.
Responsibilities
Managerial overhead
- Conduct regular 1:1s focused on performance, growth, and morale
- Set clear art, team performance and quality goals aligned to project and studio strategy
- Define career development plans within PCF IDP and performance system
- Provide structured performance feedback to support path with IDP (individual development plan)
- Lead performance review cycles and calibration discussions
- Coach reports on leadership, delegation, and decision-making
- Identify skill gaps across the team and build targeted development plans
- Support hiring: role definition, interviews, leveling, and onboarding
- Build succession plans for key roles to reduce delivery risk
- Support Tech art Director in meeting scheduling, action follow-up, planning, and art reviews.
Project
- Art Manager role requiring strong quality control assessment across multiple art disciplines
- Own day-to-day quality control, review cadence, for UI, Lighting, and VFX across internal and external development workstreams
- Interface frequently with stakeholders across Art Direction, Tech Art
- Proactive in surfacing risks early and raising solutions with clear trade-offs (scope, schedule, quality) to protect milestone stability and build health
- Thrive in a standards-driven environment where repeatability, clear submission criteria, and scalable review processes are essential
- Provide concise, actionable feedback and ensure closure through tracked tasks without ambiguity or circular iteration
- Define and enforce “review-ready” and “definition of done” criteria for each discipline and for external submissions, including naming, packaging, dependencies, and setup requirements
- Run structured review cadences (daily/weekly/milestone gates) to ensure predictable quality convergence; confirm work arrives with correct context, references, and stated goals
- Own external development feedback loops: deliver clear briefs, reference packs, acceptance criteria, annotated notes, and prioritized change lists; confirm fixes are correctly applied before sign-off
- Track and partner with Production to sequence work, schedule reviews early, and drive closure on bugs and regressions
Experience & Qualifications
- Experience building and delivering at least one AAA game from start to finish.
- 7+ years in console or PC game development including prior experience in any leadership capacity
- Excellent communication skills (spoken and written).
- Strong portfolio demonstrating a high level of artistic creativity in one or more game art disciplines across a range of styles.
- General understanding of the entire asset creation process, speaking fluently within each art discipline in order to provide effective feedback.
- Strong 2D and concept art skills.
- Expert knowledge of Photoshop.
- Strong understanding of the latest techniques in 3D modeling.
- Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
- Technical mindset with experience in implementing assets in game engines.
- Understanding of fundamental art theory including principles of composition, elements of design and anatomy.
- Proven ability to balance aesthetics with performance and usability.
- Experience with managing a team of developers across multiple disciplines.
- Good verbal and written communication skills in English.
About People Can Fly Studio
People Can Fly is a global video game development company operating in Poland, the UK and North America.
We are one of the leading Unreal Engine studios in the industry.
Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).
People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.
People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.
SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.
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About the role
People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand our expertise and push the boundaries of what’s possible in game development.
Our creative teams are currently working on several exciting titles developed in collaboration with leading publishers, as well as original projects under our self-publishing model. We are also exploring new platforms and experiences, including VR and other unannounced projects.
With over 20 years of experience, People Can Fly continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.
Responsibilities
Managerial overhead
- Conduct regular 1:1s focused on performance, growth, and morale
- Set clear art, team performance and quality goals aligned to project and studio strategy
- Define career development plans within PCF IDP and performance system
- Provide structured performance feedback to support path with IDP (individual development plan)
- Lead performance review cycles and calibration discussions
- Coach reports on leadership, delegation, and decision-making
- Identify skill gaps across the team and build targeted development plans
- Support hiring: role definition, interviews, leveling, and onboarding
- Build succession plans for key roles to reduce delivery risk
- Support Tech art Director in meeting scheduling, action follow-up, planning, and art reviews.
Project
- Art Manager role requiring strong quality control assessment across multiple art disciplines
- Own day-to-day quality control, review cadence, for UI, Lighting, and VFX across internal and external development workstreams
- Interface frequently with stakeholders across Art Direction, Tech Art
- Proactive in surfacing risks early and raising solutions with clear trade-offs (scope, schedule, quality) to protect milestone stability and build health
- Thrive in a standards-driven environment where repeatability, clear submission criteria, and scalable review processes are essential
- Provide concise, actionable feedback and ensure closure through tracked tasks without ambiguity or circular iteration
- Define and enforce “review-ready” and “definition of done” criteria for each discipline and for external submissions, including naming, packaging, dependencies, and setup requirements
- Run structured review cadences (daily/weekly/milestone gates) to ensure predictable quality convergence; confirm work arrives with correct context, references, and stated goals
- Own external development feedback loops: deliver clear briefs, reference packs, acceptance criteria, annotated notes, and prioritized change lists; confirm fixes are correctly applied before sign-off
- Track and partner with Production to sequence work, schedule reviews early, and drive closure on bugs and regressions
Experience & Qualifications
- Experience building and delivering at least one AAA game from start to finish.
- 7+ years in console or PC game development including prior experience in any leadership capacity
- Excellent communication skills (spoken and written).
- Strong portfolio demonstrating a high level of artistic creativity in one or more game art disciplines across a range of styles.
- General understanding of the entire asset creation process, speaking fluently within each art discipline in order to provide effective feedback.
- Strong 2D and concept art skills.
- Expert knowledge of Photoshop.
- Strong understanding of the latest techniques in 3D modeling.
- Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
- Technical mindset with experience in implementing assets in game engines.
- Understanding of fundamental art theory including principles of composition, elements of design and anatomy.
- Proven ability to balance aesthetics with performance and usability.
- Experience with managing a team of developers across multiple disciplines.
- Good verbal and written communication skills in English.
About People Can Fly Studio
People Can Fly is a global video game development company operating in Poland, the UK and North America.
We are one of the leading Unreal Engine studios in the industry.
Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).
People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.
People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.
SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.