You send the brief and get back finished assets, in your engine, on a milestone schedule you can hold us to.
Real-time hair and fur, from a hero's strands to a creature's pelt, built with FibR, the groom tool we wrote, and the industry's own tools, XGen and Yeti among them. Groom is the discipline we are credited on across some of the biggest games, and our tools and pipeline are what make the volume affordable: FibR builds the level-of-detail ladder as the groom is made, and WispR, our texture tool, generates the card textures so no two grooms on your project share one. Our groom artists cover a wide range of styles, including Afro-textured hair, fantasy styles, and wet and greasy looks.




Hero models and crowds, scanned or sculpted, delivered with the topology and LODs your engine expects. We build with your material library and your conventions from the first asset, because consistency across a game's characters has to be considered through the whole process rather than fixed at the end. Having built characters for games from stylised to realistic, we know what it takes to get a character into your engine and performing, ready for animation.




Modular kits and hero locations, optimised for your platform on the first pass rather than the last. We work inside your engine alongside your team instead of exporting into it, and we aim to be part of that team: working with your level designers, gameplay designers and engineers so everything fits your pipeline, with far less of the back-and-forth outsourcing usually brings.


Hard-surface assets with clean topology and textures, built to your acceptance criteria. Every weapon and prop is reviewed against those criteria and checked to hold up at any camera distance, and as it moves into surface detail we work to your style guide and the kind of game it is, so the whole prop and environment set stays consistent.



Motion capture, animation and in-engine cinematics are a specialty Airship is less known for, and one we do very well. A cinematic brings many disciplines together, and our production team has run cinematic projects end to end, so we build the exact team to take yours from storyboard to final cut.


Shaders and pipeline tooling for whatever your game and your team need. We have applied technical art across many projects, on its own and alongside our other disciplines: writing tools and software, building materials and shaders, and integrating assets into engines. If your team is missing a technical artist, this is the quickest way to bring in someone who will make your pipeline more efficient from the ground up.
Your brief sets out everything the work needs. We draft the quote, aiming for 2 working days, and a statement of work is in place before anything starts.
Our team kicks off internally first, then with you. We walk you through the process and every review gate, and share the schedule.
We assign the team and introduce them, set up IT and security to your requirements, and run a test session on the remote setup before production starts.
The team works under our producers, leads and creative director, and the first milestone is where your bar gets set.
You approve each asset stage at a review gate, and which stages you sign off depends on the type of asset.
We QA the work and integrate it directly into your engine, where our technical artists set up shaders, lighting and whatever else the asset needs.
"Airship were integral to us completing PGA Tour 2K25. The quality of the visuals, the integration of the team, and the way your team went above and beyond was incredible."
One asset: a character, an environment, a mascot. It is quoted the same way as a hundred and goes through the same review.
We aim for 2 weeks. We staff from our internal studio and our global team, and we keep a curated bench so we can scale up quickly.
Per engagement, by discipline and by where the work is done: our UK studio, our global team, or a blend of the two. You get a price against each milestone, fixed-price milestones if you want them, and a per-asset price for a defined, repeatable batch. A change of scope is priced before it is built.
You do, from the moment it is made. It is in the contract, and it is not a clause we negotiate.
We replace them at our cost and manage the handover. The naming, rig standards and review history live in the tooling rather than in one person's head, which is what lets a three-year engagement survive a resignation.
Yes, and we would rather. We have delivered in Unreal, Unity and clients' own engines, and we take your toolset, naming and review cadence at the start, when adopting them is cheap.
We take AI disclosure seriously. We sandbox every project, never use your data for training, and back it with paperwork and audits, so whether your project uses AI or not, that decision is respected throughout.
NDAs as standard. We are Cyber Essentials certified with ISO 27001 in progress, and we already deliver under publishers' own security schedules, including vetting and audit rights.
Yes. The same artists work on simulation and training, defence programmes included, and on interactive experiences such as theme parks and cruise ships, on the same terms. Sectors →
You will hear from someone who would work on it within a working day. If you would rather have one of our artists inside your team than finished assets from ours, that is Horizons, and it has its own page.

An art and tech-art studio of 100+ artists, credited on 82 shipped titles since 2017.
You send the brief and get back finished assets, in your engine, on a milestone schedule you can hold us to.
Send us a briefBook a 30-minute callReal-time hair and fur, from a hero's strands to a creature's pelt, built with FibR, the groom tool we wrote, and the industry's own tools, XGen and Yeti among them. Groom is the discipline we are credited on across some of the biggest games, and our tools and pipeline are what make the volume affordable: FibR builds the level-of-detail ladder as the groom is made, and WispR, our texture tool, generates the card textures so no two grooms on your project share one. Our groom artists cover a wide range of styles, including Afro-textured hair, fantasy styles, and wet and greasy looks.




Hero models and crowds, scanned or sculpted, delivered with the topology and LODs your engine expects. We build with your material library and your conventions from the first asset, because consistency across a game's characters has to be considered through the whole process rather than fixed at the end. Having built characters for games from stylised to realistic, we know what it takes to get a character into your engine and performing, ready for animation.




Modular kits and hero locations, optimised for your platform on the first pass rather than the last. We work inside your engine alongside your team instead of exporting into it, and we aim to be part of that team: working with your level designers, gameplay designers and engineers so everything fits your pipeline, with far less of the back-and-forth outsourcing usually brings.


Hard-surface assets with clean topology and textures, built to your acceptance criteria. Every weapon and prop is reviewed against those criteria and checked to hold up at any camera distance, and as it moves into surface detail we work to your style guide and the kind of game it is, so the whole prop and environment set stays consistent.



Motion capture, animation and in-engine cinematics are a specialty Airship is less known for, and one we do very well. A cinematic brings many disciplines together, and our production team has run cinematic projects end to end, so we build the exact team to take yours from storyboard to final cut.


Shaders and pipeline tooling for whatever your game and your team need. We have applied technical art across many projects, on its own and alongside our other disciplines: writing tools and software, building materials and shaders, and integrating assets into engines. If your team is missing a technical artist, this is the quickest way to bring in someone who will make your pipeline more efficient from the ground up.
Your brief sets out everything the work needs. We draft the quote, aiming for 2 working days, and a statement of work is in place before anything starts.
Our team kicks off internally first, then with you. We walk you through the process and every review gate, and share the schedule.
We assign the team and introduce them, set up IT and security to your requirements, and run a test session on the remote setup before production starts.
The team works under our producers, leads and creative director, and the first milestone is where your bar gets set.
You approve each asset stage at a review gate, and which stages you sign off depends on the type of asset.
We QA the work and integrate it directly into your engine, where our technical artists set up shaders, lighting and whatever else the asset needs.
"Airship were integral to us completing PGA Tour 2K25. The quality of the visuals, the integration of the team, and the way your team went above and beyond was incredible."
One asset: a character, an environment, a mascot. It is quoted the same way as a hundred and goes through the same review.
We aim for 2 weeks. We staff from our internal studio and our global team, and we keep a curated bench so we can scale up quickly.
Per engagement, by discipline and by where the work is done: our UK studio, our global team, or a blend of the two. You get a price against each milestone, fixed-price milestones if you want them, and a per-asset price for a defined, repeatable batch. A change of scope is priced before it is built.
You do, from the moment it is made. It is in the contract, and it is not a clause we negotiate.
We replace them at our cost and manage the handover. The naming, rig standards and review history live in the tooling rather than in one person's head, which is what lets a three-year engagement survive a resignation.
Yes, and we would rather. We have delivered in Unreal, Unity and clients' own engines, and we take your toolset, naming and review cadence at the start, when adopting them is cheap.
We take AI disclosure seriously. We sandbox every project, never use your data for training, and back it with paperwork and audits, so whether your project uses AI or not, that decision is respected throughout.
NDAs as standard. We are Cyber Essentials certified with ISO 27001 in progress, and we already deliver under publishers' own security schedules, including vetting and audit rights.
Yes. The same artists work on simulation and training, defence programmes included, and on interactive experiences such as theme parks and cruise ships, on the same terms. Sectors →
You will hear from someone who would work on it within a working day. If you would rather have one of our artists inside your team than finished assets from ours, that is Horizons, and it has its own page.
Send us a briefBook a 30-minute call