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Remote Art Model Jobs in Colorado (NOW HIRING)

Art Lead

Loveland, CO · On-site +1

Art Lead Second Unit Games | Remote - U.S. Second Unit is looking for an experienced Art Lead for ... How We Work Second Unit is a remote-first U.S. studio. Our primary employment model is W-2 hourly.

This position is a remote opportunity. The ServiceNow Enterprise Architecture and Demand Intake ... ART Technical Review Model - Recommended criteria for when ART review is required, how technical ...

Elementary School Teacher

Westminster, CO · Remote

$44K - $60K/yr

This position is remote and candidates must reside in Colorado K12, a Stride Company, believes in ... model. Student success will be measured by valid and reliable assessment data, parent and student ...

Experiential Graphic Designer II

Denver, CO · On-site +1

$63K - $79K/yr

Prepare visualizations and mockups of proposed signage and graphic content on digital models ... We have paid time off, flex-time schedules, remote work options and a 401k plan and employee perk ...

Remote Art Model information

See Colorado salary details

$5

$20

$26

How much do remote art model jobs pay per hour?

As of Aug 29, 2026, the average hourly pay for remote art model in Colorado is $20.51, according to ZipRecruiter salary data. Most workers in this role earn between $16.15 and $25.29 per hour, depending on experience, location, and employer.

What is a remote art model?

A Remote Art Model poses for artists, illustrators, or art students via video calls or photo references instead of in-person sessions. Models may work with individuals or groups to help create figure drawings, paintings, or sculptures. This role requires good lighting, a stable internet connection, and the ability to hold poses for extended periods. It is often freelance work, allowing flexibility in scheduling and location.

What does a typical remote art modeling session involve, and how do I prepare for one?

A typical remote art modeling session involves connecting with artists or art classes via video call, adjusting your camera setup to ensure clear visibility, and holding a series of poses as directed. You'll need to prepare a suitable space with good lighting, a neutral background, and any props or attire requested by the client. To ensure smooth sessions, it's helpful to test your equipment in advance, communicate openly about timing and artistic needs, and take care of your physical well-being between poses. Remote art modeling often includes working independently, but staying responsive to feedback helps ensure artists get the references they need. Preparation and professionalism make sessions run efficiently and can lead to repeat opportunities.

How much do remote art models get paid?

Remote art models typically earn between $15 and $50 per hour, depending on experience, the type of project, and the organization. Rates can vary based on whether the work is paid per session or hourly, and models may also receive compensation for additional skills such as posing or costume work.

How to get hired as a remote art model?

To get hired as a remote art model, create a portfolio or sample images showcasing your posing skills, and register with online art modeling platforms or agencies that connect models with artists and art schools. Maintaining good communication, professionalism, and understanding the requirements for remote sessions, such as camera setup and punctuality, can improve your chances of securing assignments.

What are the most commonly searched types of Art Model jobs in Colorado?

The most popular types of Art Model jobs in Colorado are:

What cities in Colorado are hiring for Remote Art Model jobs?

Cities in Colorado with the most Remote Art Model job openings:

Infographic showing various Remote Art Model job openings in Colorado as of August 2026, with employment types broken down into 1% As Needed, 83% Full Time, 13% Part Time, 1% Temporary, and 2% Contract. Highlights an 88% Physical, 4% Hybrid, and 8% Remote job distribution, with an average salary of $42,652 per year, or $20.5 per hour.

Art Lead

Loveland, CO • On-site, Remote

Full-time

Posted 18 days ago


Job description

Art Lead
Second Unit Games | Remote - U.S.
Second Unit is looking for an experienced Art Lead for client game projects.
This is a hands-on role. You'll lead artists, but you'll also make art. We're looking for someone who is comfortable setting visual direction, reviewing work, mentoring artists, solving production problems, and jumping in to create or finish assets when that's what the project needs.
If you're a senior artist who enjoys leading people but doesn't want to spend all day in meetings, reviews, and schedules, this may be a good fit.
What You'll Do
Our project teams will typically be small, cross-disciplinary groups of approximately 6-15 developers, depending on the scope of the engagement. You'll lead the artists assigned to the project while working with other discipline leads, the client's art leadership, and the rest of the development team.
You'll lead the artists assigned to the project while continuing to contribute directly. That includes establishing and maintaining the visual bar, reviewing work, estimating and planning art tasks, assigning work, identifying risks early, and solving the day-to-day problems that come with getting game art into a shipping product.
The actual work will vary by project. You might be creating or finishing assets, reviewing character or environment work, helping an artist solve a difficult problem, working with engineering and technical art on performance or implementation issues, and figuring out how to match an established game's visual style and pipeline.
You'll mentor both senior and junior artists and help onboard new team members. We expect our leads to set the standard for the quality of the work and for how the team communicates, collaborates, and responds to feedback.
You'll Help Us Win the Work, Too
Our leads are involved before a project starts, not just after the work has been signed.
You'll participate in client discovery and planning meetings to understand the game, its visual direction, the existing art pipeline, and what the client needs from us. You'll help evaluate scope, identify production risks, estimate the work, and determine what kind of team we need.
You will be an integral part of our initial client conversations. We believe our clients should meet the people who will actually be responsible for the work. You should be comfortable talking with a client's art directors, discipline leads, and studio leadership, asking detailed questions, discussing quality expectations and production challenges, and explaining how our team will work with them.
What We're Looking For
There are two experience requirements for this position that are important to us:
you've helped ship a major game, and you've worked on a game after it shipped.
You must have:
  • Personally contributed art to the development and launch of at least one AA or AAA game
  • Experience supporting a released game and delivering live or post-launch content
  • Strong hands-on game art experience and the ability to create production-quality work
  • Experience leading and mentoring other artists, both junior and senior
  • Experience reviewing work, giving clear feedback, and maintaining a consistent quality bar across a team
  • A solid understanding of game-art pipelines and the technical requirements of getting assets into a game
  • The ability to estimate awork, identify production risks, and communicate issues clearly
  • Experience working across disciplines with design, engineering, animation, technical art, and production
  • The judgment and communication skills to work directly with client art leadership, discipline leads, and studio leadership

You do not need to have "Lead" in your title. If you're a senior artist who has been taking on leadership responsibilities, mentoring other artists, reviewing work, and taking responsibility for the quality of more than your own assets, we're interested in talking to you.
Professional experience with tools such as Maya, Blender, ZBrush, Substance, Photoshop, Unreal Engine, Unity, or proprietary engines and art pipelines is useful. We're less concerned with checking every software box than we are with finding someone who understands how game art gets made, integrated, reviewed, optimized, and shipped.
What We Want to See From You
When you apply, we want to see your work.
In the application process we'll include a place for you to tell us which games you've shipped, and what you were responsible for. If you've supported a game after launch, tell us about the DLC, live content, characters, environments, cosmetics, or other post-launch work you helped deliver.
We'd also like to understand where you've led. Tell us about teams or artists you've helped manage or mentor, how you've handled reviews and feedback, and where you've been responsible for maintaining the quality and consistency of work beyond your own.
Your portfolio doesn't need to represent every art discipline. We want to see what you do well, along with evidence that you understand the broader art-production process well enough to lead artists working in disciplines outside your own specialty.
We care much more about what you actually made than what your title was.
What This Role Isn't
This isn't an Art Director position where your primary job is defining a vision and reviewing other people's work.
You won't be expected to personally be the best character artist, environment artist, animator, technical artist, and VFX artist on the team. You will be expected to understand those disciplines well enough to lead a multidisciplinary art team, recognize problems, maintain the quality bar, and know when you need deeper expertise from someone else.
Your job is to make sure the art on your project gets done well. You'll lead the work, and you'll do the work.
About Second Unit
Keep your next game moving. Keep your current game thriving.
Second Unit works with established game studios that need to keep supporting successful games while their internal teams move on to what's next.
Our U.S.-based teams work directly inside our clients' development pipelines and take responsibility for defined pieces of their roadmap, including DLC, live content, gameplay features, systems, and other player-facing work.
Our teams are led by experienced developers who are still actively involved in making the game.
How We Work
Second Unit is a remote-first U.S. studio.
Our primary employment model is W-2 hourly.
You'll be paid for every hour you work, including approved overtime when applicable. Because our work depends on client projects, there may be periods between assignments when hours are not available. We want to be clear about that from the beginning.
While assigned to client work, eligible employees receive monthly healthcare and hardware stipends.
You'll use your own development workstation, provided it meets Second Unit's hardware and security requirements. We provide the dedicated project environment and security configuration used for company work. Individual clients may require additional security measures or virtual development environments.
The Person We're Looking For
You still like making game art. You like helping other artists get better. You can give direct feedback without making it personal, and you can take feedback the same way. You raise problems early. You know when something needs another pass and when it's good enough to ship.
When the team runs into a difficult art or production problem, you're more likely to get involved than stand back and manage it from a distance. And after years in game development, you still enjoy seeing something you worked on make it into the hands of players.
If that sounds familiar, we'd like to see what you've made, what you've shipped, and what you worked on after launch.