Chief Rebel
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Chief Rebel is a game development studio founded by a group of industry veterans in 2018 located in Stockholm, Sweden.
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There are two things that define a Chief Rebel game:
The art is stylized, to enable a timeless look and give a bigger artistic freedom in the creation.
Gameplay comes first. It's about making a game that the developers themself think is fun. And with that, finding the fun early and building on that through iteration and commitment to decisions. -
Being a Rebel isn't being against something. It's about daring to be different.
We work relentlessly to shape a workplace culture built on trust, safety, openness, and vulnerability. Because of this focus, we also place a large value on ownership, accountability, and results.Our projects are the reason you’ll join Chief Rebel, and our culture is the reason you’ll stay.

Our project
We are currently making a fantasy ARPG. A new IP filled with awesome stylized art!
For our Environment team that means setting the style and tone for our levels, with clear different themes. But also to ensure that the stylistic choices enable great gameplay. So setting up for making Chief Rebel games; Stylized art with a heavy focus on gameplay.
Part of the Environment Team
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Adam Törn
Concept Artist and feature owner for the Environment team.
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Evelina Stenberg
Environment artist, first none-founder to join Chief Rebel over 3 years ago.
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André Boström
Art Director with over 10 years of experience. Worked at companies such as Ubisoft, Embark and Dice.
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You?
Senior Environment Artist that has several years of experience working with games, and with a love and/or experience working with stylized art. Skilled with 3D modeling, shading, and texturing in Maya and ZBrush.
Comfortable taking ownership, mentoring juniors, speaking on behalf of the craft, and taking initiative to find and improve process inefficiencies.
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Thea Falkenmark
Intermediate VFX Artist. Started as an intern roughly 2 years ago.
Senior Environment Artist
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Bridge collaberation
Would be a go-to person for the Environment Team, as well as a source of contact with VFX Artists on the Gameplay Team and Rendering Programmers on the Systems Team. Close collaboration with the Producer and Art Director, as well as with their Line Manager to provide feedback on the team.
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Finding bottle necks and solutions
Taking initiative to improve pipelines to make work more efficient while following our style guidelines.
Work with Production to accurately set up internal project plans.
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Mentoring
Will be taking ownership, mentoring juniors, and speaking on behalf of the craft. A source of inspiration and experience that the entire team can benefit from.