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Games taught us to build worlds on a deadline. The rest followed.

The same artists, pipeline and quality gates now serve simulation and training, defence programmes among them, and interactive experiences. What changes is how you buy capacity and what controls sit around it.

Talk to us about a programmeSecurity and controls
01
Games

Where we started and still most of the work.

What we buildCharacters, environments, groom, props, animation and technical art, to your style guide and budget.
EnginesUnreal, Unity, and your own engine where you give us the tools.
How it is boughtA brief priced against a milestone schedule, or embedded seats on a flat month.
Proof100+ artists, credited on 82 shipped titles since 2017.
Baldur's Gate 3 · Larian Studios · 146 grooms
02
Simulation and training

Real-time art that has to hold up at arm's length, for hours, including defence programmes that carry a security schedule.

What we buildTraining environments, vehicles and equipment, trainee and civilian characters, and in-engine sequences that brief a scenario, all built to the bar of a shipped title with fidelity held where your user actually looks.
EnginesUnreal 5, and Unity where the trainer already runs on it.
How it is boughtMonthly capacity, not a price per asset, so your library grows at a rate the programme can absorb. For defence work, UK-only delivery and a named, vetted team agreed before mobilisation.
ExamplesShared under NDA on request.
Flight training simulator
03
Interactive experiences

Attractions people walk into, where the art runs live in front of an audience every day.

What we buildCharacters, environments and real-time scenes for rides, theme parks, cruise ships and walk-in experiences.
EnginesUnreal 5 and Unity, built to the hardware the venue actually runs.
How it is boughtA brief priced against a milestone schedule that works back from your opening date.
ProofBecoming Iron Man, and experiences for cruise ships and theme parks.
Projection dark ride
Security and controls

If your programme carries a security schedule, these are the controls it attaches to. Each is evidenced on request.

PersonnelNamed artists, vetted before mobilisation. Employed by Airmergent, not subcontracted.
LocationAgreed before the quote and written on every statement of work. Restricted work stays in the UK or an approved region.
AccessLeast privilege per project. Your toolchain where you require it. Access revoked when a person rotates off.
DataYour material held separately per engagement, retained and destroyed to your schedule.
AIYour written approval before any use, revocable. Nothing of yours trains a model. The full policy is published.
Intellectual propertyOutputs vest with you on creation. If your ownership is ever threatened, we remake the work by hand at our cost.
ContinuityA UK limited company, insured. Replacement at our cost if a pick is wrong.
EvidenceAn evidence pack and the process archive, on request under NDA.
Why a games studio

A training simulator that has to hold a scene at frame rate for an hour is the same problem as a game that requires smooth performance. We understand this deeply, and we've been solving problems like this since 2010. Game tech and game studios are the best place to solve the challenges of simulation and interactive experiences.

We build the pipelines that run this work, asset libraries for surveying architectural builds or factories, and one-to-one products for shoe companies that need to see their products in environments, or in AR or VR.

Tell us the programme. You'll hear how we'd staff it.

Talk to us about a programmeOr request the capability pack
Book a 30-minute callOr write: hello@goairship.ukYou'll hear back within a working day.
Airship

An art and tech-art studio of 100+ artists, credited on 82 shipped titles since 2017.

Work
The indexCase studiesSectors
Two ways in
Core: send a briefHorizons: ask for a seatBook a call
Studio
AboutPeopleCareersAI, governed
Contact
hello@goairship.ukThe Barn, Blackmore Park Road
Malvern WR14 6PH
Airmergent Limited, trading as Airship. Registered in England and Wales, company number 15983872. © 2026.
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Sectors

Games taught us to build worlds on a deadline. The rest followed.

The same artists, pipeline and quality gates now serve simulation and training, defence programmes among them, and interactive experiences. What changes is how you buy capacity and what controls sit around it.

Talk to us about a programmeSecurity and controls
01

Games

Where we started and still most of the work.

What we build
Characters, environments, groom, props, animation and technical art, to your style guide and budget.
Engines
Unreal, Unity, and your own engine where you give us the tools.
How it is bought
A brief priced against a milestone schedule, or embedded seats on a flat month.
Proof
100+ artists, credited on 82 shipped titles since 2017.
02

Simulation and training

Real-time art that has to hold up at arm's length, for hours, including defence programmes that carry a security schedule.

What we build
Training environments, vehicles and equipment, trainee and civilian characters, and in-engine sequences that brief a scenario, all built to the bar of a shipped title with fidelity held where your user actually looks.
Engines
Unreal 5, and Unity where the trainer already runs on it.
How it is bought
Monthly capacity, not a price per asset, so your library grows at a rate the programme can absorb. For defence work, UK-only delivery and a named, vetted team agreed before mobilisation.
Examples
Shared under NDA on request.
03

Interactive experiences

Attractions people walk into, where the art runs live in front of an audience every day.

What we build
Characters, environments and real-time scenes for rides, theme parks, cruise ships and walk-in experiences.
Engines
Unreal 5 and Unity, built to the hardware the venue actually runs.
How it is bought
A brief priced against a milestone schedule that works back from your opening date.
Proof
Becoming Iron Man, and experiences for cruise ships and theme parks.
Security and controls

If your programme carries a security schedule, these are the controls it attaches to. Each is evidenced on request.

PersonnelNamed artists, vetted before mobilisation. Employed by Airmergent, not subcontracted.
LocationAgreed before the quote and written on every statement of work. Restricted work stays in the UK or an approved region.
AccessLeast privilege per project. Your toolchain where you require it. Access revoked when a person rotates off.
DataYour material held separately per engagement, retained and destroyed to your schedule.
AIYour written approval before any use, revocable. Nothing of yours trains a model. The full policy is published.
Intellectual propertyOutputs vest with you on creation. If your ownership is ever threatened, we remake the work by hand at our cost.
ContinuityA UK limited company, insured. Replacement at our cost if a pick is wrong.
EvidenceAn evidence pack and the process archive, on request under NDA.
Why a games studio

A training simulator that has to hold a scene at frame rate for an hour is the same problem as a game that requires smooth performance. We understand this deeply, and we've been solving problems like this since 2010. Game tech and game studios are the best place to solve the challenges of simulation and interactive experiences.

We build the pipelines that run this work, asset libraries for surveying architectural builds or factories, and one-to-one products for shoe companies that need to see their products in environments, or in AR or VR.

Tell us the programme. You'll hear how we'd staff it.

Talk to us about a programmeOr request the capability pack
Book a 30-minute call
hello@goairship.uk
You'll hear back within a working day.
Airship
Work
The indexCase studiesSectors
Two ways in
Core: send a briefHorizons: ask for a seatBook a call
Studio
AboutPeopleCareersAI, governed
Contact
hello@goairship.uk
The Barn, Blackmore Park Road
Malvern WR14 6PH
Airmergent Limited, trading as Airship. Registered in England and Wales, company number 15983872. © 2026.
Privacy · Terms