Head of Content

2 Months ago • All levels • $70,000 PA - $70,000 PA

Job Summary

Job Description

The Head of Content will lead a team of game content specialists, overseeing all projects including work-for-hire and internal development. This includes managing 2D/3D artists, animators, UI/UX designers, and game designers, understanding project needs, driving hiring, and developing the existing team. The role involves acting as a mentor, providing feedback, and fostering a creative environment. Collaboration with peers at partner organizations, process management, and reviewing outward-facing materials are also key responsibilities. The ideal candidate will have experience in content creation, leading creative teams, and understanding development budgets, with a focus on team development and effective communication.
Must have:
  • Lead creative teams before
  • Experience in content creation for video games
  • Understanding of development budgets and effort estimates
Good to have:
  • Speak German or have a background in fine art

Job Details

(f/d/m)

We are looking for a full-time Head of Content to work on-site in Vienna, Austria. You’ll lead our content team, overseeing all projects at the company, including work-for-hire projects and our very own development (such as Howl or other unannounced projects). Read on below for details!

Although we believe in people defying our expectations and finding their own ways to be effective, this role comes with a handful of boxes to check. But instead of harping on bullet-points we would like to try and describe what kind of person we imagine would absolutely rock this role. Consider this a love letter to that imaginary person and if you recognize some of yourself in it, send us a message!

Here’s what you do

You are leading a team of game content specialists, including 2D/3D artists, animators, UI/UX designers and game designers ranging from generalists to various specializations. These people work across a variety of projects with different needs and road maps, all at the same time.

Leading this team revolves around understanding what skills are needed across our variety of projects (current and future), both for other game studio clients and our original games. With this information you identify beneficial matches, drive hiring of new talent and develop your existing team.

Developing your team means acting as a confidant and mentor on each individual’s creative and professional journey. Understanding their needs and inhibitions. Inviting diverse inputs and transforming them to into constructive and digestible feedback. Leading by example, to build a space where each individual is keen to invite critical feedback and act on it without feeling threatened. Where necessary, you are willing and prepared to guide people along this path.

We trust our teams to reach the right conclusions, but every once in a while you’ll need to get involved in creative problem-solving - helping people understand what needs to be achieved and occasionally how to go about it. In our experience, this tends to be necessary when individuals are overly focused on miniscule details, accept unverified assumptions or generally lose track of bigger-picture concerns.

Being involved in our many co-development projects, you meet with your peers at partner organizations to gather feedback and make gainful matches between their needs and your department’s skills. You use these opportunities to find ways to continuously improve our services.

We believe being a people-first company necessitates a high level of pro-activity, responsiveness and diligence when it comes to our processes. Together with our Staff Development Manager, you are the prime caretaker of processes surrounding the content department. Reduce hurdles for current needs, develop pragmatic ways to deal with future ones and maintain a concise record of it all.

While you’re not the driving force behind project pitches, you’re called upon frequently to review our outward-facing materials, sense-check proposals and help maintain a strong perception of our brand.

Doing all this, you interact with the members of your department on the one hand, and Mi’pu’mi’s board of Creative-, Technical- and Production Directors on the other.

Here’s what you bring

We believe developing a team and their collective skills requires you to know what is evocative game art, what is effective design, and how it can be achieved efficiently and pragmatically.

As an experienced content creator yourself, you bring an understanding of how art and content for video games gets made. This includes an understanding of processes, dependencies, commonly used pipelines and tools as well as potential pitfalls. As the content creation landscape keeps evolving, you don’t shy away from learning and championing new techniques.

Having lead creative teams before, you are comfortable handling organizational day-to-day business as well as taking long-term responsibility for the development of your department.

Numbers don’t scare you. You don’t need to able to program Doom into Excel, but you know your way around development budgets and effort estimates.

You don’t have to, nor should you strive to deliver the “strongest” contributions yourself. Rather, your understanding of the field allows you to zone in on relevant aspects and use your artistic skills to communicate them to others effectively, visually where necessary.

Switching hats quite frequently and moving between different levels of detail, you do not get exhausted easily when adjusting to different scopes of operation. Though much can be achieved by following intuition, you don’t shy away from breaking down problems in a structured fashion and documenting your perspective so others can follow your reasoning and take over where necessary.

You are comfortable striking a balance between empathy and analytic thinking. You understand that getting a decent read on people and their concerns is just as important as looking past constraints or making sacrifices.

Unless there is an unprecedented global virus pandemic, you enjoy traveling and meeting people.

And lastly, you have worked on products with creative teams of more than 15 direct contributors, releasing to multiple target platforms.

While it is not a requirement to speak German or have a background in fine art, be sure to mention anything you bring that might enrich this role!

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About The Company

The meaning of this tag-line is two-fold for us: On the one hand, it means we consider the games we do work on literally "More than games"... Especially with our own projects, we want to maintain creative ownership and responsibility. We want to create engaging interactive experiences for people interested in richly diverse content, in questioning preconceptions and furthering their horizon. On the other hand, it means we don't only work in games. We have applied our skills to satisfy needs as diverse as technical consulting, design consulting, illustration and graphic design, creating software tools both for use inside and outside the games industry, optimizing software infrastructure - even designing hardware assemblies for art installations and kiosks.

Vienna, Vienna, Austria (On-Site)

Vienna, Vienna, Austria (On-Site)

Vienna, Vienna, Austria (On-Site)

Vienna, Vienna, Austria (On-Site)

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