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Monetization Artist

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Published
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30 Sep 2026Apply before
Opportunity details

About this role.

AI Summary

Moon Active is seeking a Monetization Artist to create conversion-focused UI and visual experiences for a mobile game. The role covers in-game offers, shop and purchase flows, promotions, LiveOps events, component libraries, and asset handoff through implementation. The artist will partner closely with UX, engineering, product management, and monetization stakeholders, using A/B-test performance to refine visual treatments. Candidates need at least three years of game UI experience, strong visual fundamentals, and proficiency with Photoshop, Figma, and AI creative tools. The position is full-time, based in Barcelona, with a CET ±3-hour collaboration requirement.

Role DNA

A quick view of the complexity, pace, ownership and collaboration implied by the job description.

Job Complexity

4/5
EasyHard

Pace & Pressure

5/5
RelaxedFast-paced

Autonomy Level

4/5
GuidedFull ownership

Communication Load

4/5
IndependentCollaborative
AI insightThis is a specialized game-UI role requiring both high-quality visual execution and measurable monetization impact. Tight schedules, rapid A/B-test iteration, production constraints, and cross-functional implementation make the work demanding.

Salary analysis

Estimated compensation compared with the broader US market for similar roles.

Estimated job medianHighly competitive
$105,000
US market range$80k–$130k
AI insightNo compensation was disclosed, so these are estimated annual USD figures for the US market for a mid-level mobile-game UI/monetization artist with 3+ years of experience. The estimated job median is $105,000, with a typical market range of $80,000 to $130,000; actual compensation may vary significantly by location, studio scale, portfolio quality, and bonus or equity structure.

Core skills

Skills and capabilities most closely associated with this opportunity.

Sample interview questions
Describe a monetization UI flow you designed for a mobile game and how you measured its success.

I would explain the player context, business goal, and design choices for the flow, such as offer hierarchy, value communication, and purchase friction reduction. I would then share experiment results using metrics such as conversion rate, revenue per active user, click-through rate, and retention, along with the iterations I made from those findings.

How do you make an in-game offer screen feel compelling without harming the player experience?

I begin with player value and context, ensuring the offer is relevant, easy to understand, and visually prioritized without being deceptive or disruptive. I use clear rewards, readable pricing, appropriate urgency cues, and consistent UI patterns, then validate the balance through usability feedback and controlled A/B tests.

What is your process for taking a game UI concept from a brief to engineering handoff?

I clarify objectives, target audience, constraints, and success metrics before developing mood boards, wireframes, and visual directions. After reviews and iteration, I prepare organized Figma files, component specifications, export-ready assets, state definitions, and notes on animation or texture constraints, then remain available to support implementation and QA.

How would you approach creating multiple A/B-test variants for a seasonal promotion?

I would identify one or two hypotheses, such as whether stronger reward emphasis or a different visual hierarchy improves conversion. I would produce controlled variants that preserve core content while changing targeted elements such as artwork, CTA treatment, bundle framing, or urgency messaging, and evaluate results with the monetization team before scaling the winner.

How do texture atlases, file sizes, and animation-ready layers affect your UI design work?

I account for technical constraints from the start by designing modular assets, minimizing unnecessary visual weight, and organizing layers for efficient animation and export. I coordinate early with technical artists and engineers so the final UI retains quality while meeting memory, performance, and implementation requirements.

This analysis is generated from the job description. Salary estimates, role characteristics and sample answers are guidance, not employer-provided facts.

Moon Active is one of the world’s fastest-growing mobile game companies, providing entertainment to millions of active users across the universe.

We’re looking for a Monetization Artist star for its top-notch, industry-leading product.

As a Monetization Artist, you will be responsible for user experience, visual design concepts and game user interface across digital products and platforms. As part of our dream team, you will receive everything you can think of from super friendly and creative co-workers and a strong focus on your development.

Required time zone CET +/- 3 hour.

Requirements

  • Create a playful, intuitive cohesive look & feel, and overall mobile game user experience.

  • Conceptualize, present and execute your ideas from A to Z.

  • Work collaboratively with other designers and cross-functionally with UX, engineering, and product management on the design and implementation of new game features.

  • Create and own the implementation of fun, engaging in-game events and other game content.

  • Design and deliver UI for in-game offers, promotional screens, and purchase flows (offer popups, sale banners, seasonal promotions).

  • Own the visual pipeline from brief to implementation, including asset handoff.

  • Maintain and evolve the UI component library and style guides to ensure consistency across features.

  • Rapidly iterate on A/B test variants – create multiple visual treatments and adapt based on performance data.

  • Collaborate closely with the monetization team on conversion-driven design decisions.

  • Participate in design reviews and contribute constructive feedback to peers.

Responsibilities

  • At least 3 years of experience in game UI and understanding of game UI principles.

  • Hands-on experience designing monetization UI (offer screens, shop flows, promotional screens) – a strong advantage.

  • Familiarity with mobile game design patterns (LiveOps events, popups, progression screens).

  • Ability to work in a dynamic environment with quick decision-making within tight schedules.

  • Proficiency in Photoshop, Figma, AI creative tools.

  • Strong design, drawing, color, composition, and conceptual ideation abilities.

  • Comfort with data-informed iteration – ability to create variants and adjust based on A/B results.

  • Understanding of asset production constraints (texture atlases, file sizes, animation-ready layers).

  • Fluent English.

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