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Visual Art Jobs in Colorado (NOW HIRING)

Art Lead

Loveland, CO · On-site +1

We're looking for someone who is comfortable setting visual direction, reviewing work, mentoring ... Personally contributed art to the development and launch of at least one AA or AAA game

Art Director Contractor

Broomfield, CO · On-site

$121K - $127K/yr

Build scalable visual systems for campaigns, product moments, packaging, in-hand experiences, and supporting assets * Art direct studio and location photo/video production to uphold concept, craft ...

Art Director Contractor

Broomfield, CO

$121K - $127K/yr

Build scalable visual systems for campaigns, product moments, packaging, in-hand experiences, and supporting assets * Art direct studio and location photo/video production to uphold concept, craft ...

Art & Production Director

Lakewood, CO · On-site

$110 - $170/hr

Responsibilities * Provide creative leadership and art direction for all Communications and ... Establish and maintain visual design standards that ensure alignment with CCU's institutional brand ...

Art Director, Partnerships & Collectibles

Broomfield, CO · On-site

$121K - $127K/yr

Build scalable visual systems for campaigns, product moments, packaging, in-hand experiences, and supporting assets * Art direct studio and location photo/video production to uphold concept, craft ...

Sr. Art Director Position: Full-Time Location: This position offers remote work from (Los Angeles ... You are a strong visual thinker with social agency experience and a portfolio that shows excellent ...

From prospect to renewal, our products give properties a spatial brain and a visual edge when it ... As the Senior Art Director , you are a strategic, hands-on visual partner to our CEO and VP of ...

Senior Art Director

Greenwood Village, CO · On-site

$105K - $120K/yr

From prospect to renewal, our products give properties a spatial brain and a visual edge when it ... As the Senior Art Director , you are a strategic, hands-on visual partner to our CEO and VP of ...

Visual Associate

Denver, CO

$24.76 - $30.94/hr

The Visual Associate is also responsible for merchandising the floor, creating interesting and ... and art trends Proficiency in MS Office; Word, Excel, Powerpoint, Photoshop, Illustrator is ...

Visual Associate

Denver, CO · On-site

$24.76 - $30.94/hr

The Visual Associate is also responsible for merchandising the floor, creating interesting and ... and art trends Proficiency in MS Office; Word, Excel, Powerpoint, Photoshop, Illustrator is ...

Visual Associate

Denver, CO

$24.76 - $30.94/hr

The Visual Associate is also responsible for merchandising the floor, creating interesting and ... and art trends Proficiency in MS Office; Word, Excel, Powerpoint, Photoshop, Illustrator is ...

JanSport: Art Director

Denver, CO · On-site

$73K - $91K/yr

Art Director, JanSport Global What will you do? A day in the life of a Art Director on the Americas ... visual experiences. From initial brainstorming to final execution, you'll oversee the entire ...

JanSport: Art Director

Denver, CO · On-site

$73K - $91K/yr

Art Director, JanSport Global What will you do? A day in the life of a Art Director on the Americas ... visual experiences. From initial brainstorming to final execution, you'll oversee the entire ...

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Visual Art information

See Colorado salary details

$46.8K

$128K

$154K

How much do visual art jobs pay per year?

As of Aug 29, 2026, the average yearly pay for visual art in Colorado is $128,029.00, according to ZipRecruiter salary data. Most workers in this role earn between $127,200.00 and $133,500.00 per year, depending on experience, location, and employer.

What is a visual artist?

Visual artists are creative professionals who use various mediums, such as painting, drawing, sculpture, photography, and digital art, to express ideas and communicate visually. They often work independently or as part of teams to create original artworks for galleries, exhibitions, commercial projects, or public spaces. Visual artists may specialize in specific styles or techniques and often develop a personal artistic vision that guides their work. Their role can also include collaborating with clients, curators, or organizations, and promoting their work through exhibitions or online platforms.

What are the key skills and qualifications needed to thrive as a visual artist?

To thrive as a Visual Artist, you need strong artistic skills in drawing, painting, or digital media, often supported by a degree in fine arts or a related field. Familiarity with design software like Adobe Creative Suite and experience with various artistic mediums are commonly required. Creativity, self-motivation, and the ability to accept and incorporate feedback are crucial soft skills for standing out in this role. These skills and qualities are important because they enable artists to produce compelling work, adapt to client or market demands, and sustain a successful creative career.

What are some common collaborative projects or team structures for visual artists within organizations?

Visual artists often work closely with designers, marketing teams, and creative directors on projects like advertising campaigns, branding initiatives, or multimedia installations. Collaboration may involve brainstorming sessions, regular feedback meetings, and integrating visual elements with written or digital content. While some tasks are independent, many organizations encourage cross-functional teamwork to ensure cohesive and impactful visual messaging. Understanding how to communicate ideas effectively and incorporate feedback is key to success in these environments.

What is the difference between Visual Art vs Graphic Designer?

AspectVisual ArtGraphic Designer
CredentialsArt degrees, portfoliosDesign degrees, software skills
Work EnvironmentStudios, galleries, independent projectsOffices, client sites, digital platforms
Industry UsageFine arts, exhibitions, galleriesAdvertising, branding, marketing
Common Search/ComparisonVisual ArtGraphic Design

Visual artists focus on creating original artwork for galleries, exhibitions, or personal projects, emphasizing artistic expression. Graphic designers, on the other hand, develop visual content for commercial purposes, such as branding and advertising, often working with clients and digital tools. While both roles involve visual creativity, their goals, environments, and skill sets differ significantly.

Is visual art a good career?

A career in visual art involves creating and showcasing artwork, often requiring skills in drawing, painting, or digital tools. Success can depend on talent, networking, and market demand, with income varying widely among artists. Many pursue formal education or certifications to improve job prospects and develop a professional portfolio.

What jobs can you get with visual art?

With a background in visual art, you can pursue careers such as graphic designer, illustrator, art director, animator, or gallery curator. These roles often require skills in digital tools like Adobe Creative Suite and may involve working in advertising, entertainment, or fine arts environments.

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

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

What cities in Colorado are hiring for Visual Art jobs?

Cities in Colorado with the most Visual Art job openings:

Infographic showing various Visual Art job openings in Colorado as of August 2026, with employment types broken down into 13% Internship, 49% Full Time, and 38% Part Time. Highlights an 100% In-person job distribution, with an average salary of $128,029 per year, or $61.6 per hour.

Art Lead

Loveland, CO • On-site, Remote

Full-time

Posted 17 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.