Us, Wizard live to artifice, innovate and develop visual elements to bring you meaningful gaming experiences. We create the magic within various game products with endless creation and room for exploration.


Agate’s Art Department consists of talented artistic forces that constantly hone their skills and look forward to creating remarkable stylized visual assets to deliver meaningful gaming experiences. We work to determine artistic direction/vision for art elements in the game, develop visual concepts, create game-ready assets (2D, 3D, UI, Animation, etc.), and optimize assets for integration into game engines.

What's Inside the Department

What Do We Do

In Art Department, we move towards the vision of building the most versatile and creative confident art team in the game industry. To achieve the mission, Art Department tries to create a work environment that enables artists to thrive and nurtures their growth and development. There are three primary strategies we do. Effective quality that emphasizes supervision and guideline; high talent density to ensure a career path system and recruitment pipeline; also efficient development for our research and development within the department.

The Challenges

We believe that artists are part of the creative workforce whose aspiration and internal motivation/ownership matter just as much as everything else to generate the desired outcome. With that in mind, balancing business needs & artists’ aspirations becomes challenging. In product development, some constraints and limitations come from business and technical requirements. Therefore, artists must understand how to create precise game assets by considering production cost, capacity, game engine requirements, and target devices. Yet, on a bigger scale, the challenge is to catch up to global standards. But because more and more growth & learning resources become accessible, this becomes an exciting challenge because rapid & sustainable growth is a viable option right now

The Growth

Through years of experience, we saw that artists thrive in quests that closely match their skillsets/expertise and preferences. Agate gives our artists the independence to state preferences as generalists or specialists. Our junior artists will be assigned as generalists first to master the production pipeline from upstream to downstream. To level up their skills, we support our artists with curated learning resources, tailored curriculum, mentorship, also premium courses. We do a regular grade-up review for our artists to ensure their skills and competence match their merit, role, grade, and benefits.

What does it take to join Art Department?

We define our artists as people who are constantly exploring, creating the unimaginable, and shaping the unknown future. Therefore, one of the essential criteria we always see in candidates is their fundamental knowledge and skills in art fundamentals. Aside from that, creative problem-solving and a strong personal drive to continuously improve their capability to refine their skills in creating/producing art assets are also important. In other words, we’re not just looking for a regular artist, but we’re looking for game developers. A potential talent candidate must have a deep passion and connection with the game as a medium to work. Have a strong personal vision or personal guiding principles/high self-confidence to utilize technicalities in game development to deliver their artistic vision

Tools & Technology

  1. Adobe Photoshop (Raster Illustration)

Rasterization is a technique with a pixel-by-pixel system. It allows the creation of complex shapes and color blendings, such as creating concept art or 3D texturing.

  1. Adobe Illustrator (Vector Illustration)

Vector is an illustration technique with a data calculation system that is not affected by the number of pixels, such as creating UI assets.

  1. Figma and Adobe XD (UI/UX)

Artists use these tools to design User Interfaces in the game, such as buttons, pages, head-up displays, and the outcome when it is run by the player/user.

  1. Zbrush and Blender (3D Modelling)

3D Modelling involves creating three-dimensional points or vertices by vertex objects in 3D space. Zbrush and Blender are famous for making 3D objects because they are easy to use and have a broad scope for making games and cinematic assets.

  1. Blender (Rigging)

Rigging is like giving a “bone” to an object/character so it is ready to be animated.

  1. Blender, Rokoko Studio (3D Animation)

Animation is the phase where the rigged object is moved and posed keyframe by keyframe into a sequence that matches the desired movement in the game, such as idle, walk, run, jump, attack, and so on

  1. Blender, Adobe Photoshop, Substance Painter, Substance Designer Texturing (Texturing)

Texturing gives color to 3D objects; the basic principle is similar to raster illustrations

  1. Unity Engine, Unreal Engine (Game Engine)

The final phase is to transfer the finished asset into the game engine to develop the game itself. Again, a specialist game artist must master the game engine’s features and tools to set every visual asset properly.


Contract Type
Contract Type : Internship
Contract Type : Regular Crew
Contract Type : Regular Crew

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