Airship
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Services

Six specialist disciplines. Send us your brief.

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 call
We aim to scope and price within 2 working days.
01

Groom

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.

Starfield
Starfield · Bethesda Game Studios
hair and facial hair
Ghost of Yōtei
Ghost of Yōtei · Sucker Punch Productions
49 period grooms for the cast and NPCs, and the wolf
Baldur's Gate 3
Baldur's Gate 3 · Larian Studios
80 grooms, from goblins to githyanki
Forza Horizon 5
Forza Horizon 5 · Playground Games
hair for the drivers
MetaHumans · Epic Games
the stock groom library, 27 cuts with facial hair built to match
02

Characters

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.

Diablo IV
Diablo IV · Blizzard Entertainment
layered armour sets, built to Blizzard's material library
The Outer Worlds 2
The Outer Worlds 2 · Obsidian Entertainment
characters and creatures
The Outer Worlds 2
The Outer Worlds 2 · Obsidian Entertainment
characters and creatures
PGA Tour 2K25
PGA Tour 2K25 · HB Studios
the players and their apparel
Alan Wake Remastered · Remedy Entertainment
characters and their clothing
Star Wars Jedi: Fallen Order · Respawn Entertainment
characters and creatures
Silent Hill 2 Remake · Bloober Team
characters and creatures
Dragon Age: The Veilguard · BioWare
heads, alongside the grooms
03

Environments

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.

PGA Tour 2K25
PGA Tour 2K25 · HB Studios
1,300 environment assets across the courses, built in Unity with HB's team
I Am Fish
I Am Fish · Bossa Studios
environments, props and characters
PGA Tour 2K23 · HB Studios
courses and the world around them
Hitman 3 · IO Interactive
environments, with the characters and props in them
Star Wars Jedi: Fallen Order · Respawn Entertainment
environments
04

Props and weapons

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.

Destiny 2
Destiny 2 · Bungie
weapons
Destiny 2
Destiny 2 · Bungie
weapons
Fortnite
Fortnite · Epic Games
props
The Outer Worlds 2 · Obsidian Entertainment
props
PGA Tour 2K25 · HB Studios
apparel and equipment for the players
05

Animation, cinematics and VFX

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.

Dune: Awakening
Dune: Awakening · Funcom
17 cinematic sequences in about 3 months, from capture to the cut that shipped
Dune: Awakening
Dune: Awakening · Funcom
17 cinematic sequences in about 3 months, from capture to the cut that shipped
PGA Tour 2K23 · HB Studios
an animation team of animators, technical animators and a lead, from 2021 to 2023
Scavengers · In development
animation
UFL · Strikerz Inc.
animation and characters
06

Technical art

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.

Baldur's Gate 3 · Larian Studios
lighting on 354 scenes in 7 months, inside Larian's own engine
Dune: Awakening · Funcom
rigging, lighting and effects for the cinematics
The tools we wrote →
How it runs

From your brief to finished assets in your engine.

01
Brief, quote and SOW

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.

02
Two kick-offs

Our team kicks off internally first, then with you. We walk you through the process and every review gate, and share the schedule.

03
Team, access and security

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.

04
Build to the first milestone

The team works under our producers, leads and creative director, and the first milestone is where your bar gets set.

05
Review gates

You approve each asset stage at a review gate, and which stages you sign off depends on the type of asset.

06
QA and into your engine

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."

Peter Jones, Senior Production Director, HB Studios
Questions

Questions before you send a brief.

What is the smallest job you'll take?

One asset: a character, an environment, a mascot. It is quoted the same way as a hundred and goes through the same review.

How soon could a team start?

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.

How do you price a brief?

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.

Who owns the work?

You do, from the moment it is made. It is in the contract, and it is not a clause we negotiate.

What if an artist leaves mid-project?

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.

Will you work in our engine, to our conventions?

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.

Do you use AI?

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.

What about security and NDAs?

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.

Do you work outside games?

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 →

Send us the brief, and you get back the team, the schedule and the price.

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
See HorizonsOr 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.
PrivacyTerms
Airship
Services

Six specialist disciplines. Send us your brief.

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 call
We aim to scope and price within 2 working days.
01

Groom

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.

Starfield
Starfield · Bethesda Game Studios
hair and facial hair
Ghost of Yōtei
Ghost of Yōtei · Sucker Punch Productions
49 period grooms for the cast and NPCs, and the wolf
Baldur's Gate 3
Baldur's Gate 3 · Larian Studios
80 grooms, from goblins to githyanki
Forza Horizon 5
Forza Horizon 5 · Playground Games
hair for the drivers
MetaHumans · Epic Games
the stock groom library, 27 cuts with facial hair built to match
02

Characters

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.

Diablo IV
Diablo IV · Blizzard Entertainment
layered armour sets, built to Blizzard's material library
The Outer Worlds 2
The Outer Worlds 2 · Obsidian Entertainment
characters and creatures
The Outer Worlds 2
The Outer Worlds 2 · Obsidian Entertainment
characters and creatures
PGA Tour 2K25
PGA Tour 2K25 · HB Studios
the players and their apparel
Alan Wake Remastered · Remedy Entertainment
characters and their clothing
Star Wars Jedi: Fallen Order · Respawn Entertainment
characters and creatures
Silent Hill 2 Remake · Bloober Team
characters and creatures
Dragon Age: The Veilguard · BioWare
heads, alongside the grooms
03

Environments

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.

PGA Tour 2K25
PGA Tour 2K25 · HB Studios
1,300 environment assets across the courses, built in Unity with HB's team
I Am Fish
I Am Fish · Bossa Studios
environments, props and characters
PGA Tour 2K23 · HB Studios
courses and the world around them
Hitman 3 · IO Interactive
environments, with the characters and props in them
Star Wars Jedi: Fallen Order · Respawn Entertainment
environments
04

Props and weapons

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.

Destiny 2
Destiny 2 · Bungie
weapons
Destiny 2
Destiny 2 · Bungie
weapons
Fortnite
Fortnite · Epic Games
props
The Outer Worlds 2 · Obsidian Entertainment
props
PGA Tour 2K25 · HB Studios
apparel and equipment for the players
05

Animation, cinematics and VFX

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.

Dune: Awakening
Dune: Awakening · Funcom
17 cinematic sequences in about 3 months, from capture to the cut that shipped
Dune: Awakening
Dune: Awakening · Funcom
17 cinematic sequences in about 3 months, from capture to the cut that shipped
PGA Tour 2K23 · HB Studios
an animation team of animators, technical animators and a lead, from 2021 to 2023
Scavengers · In development
animation
UFL · Strikerz Inc.
animation and characters
06

Technical art

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.

Baldur's Gate 3 · Larian Studios
lighting on 354 scenes in 7 months, inside Larian's own engine
Dune: Awakening · Funcom
rigging, lighting and effects for the cinematics
The tools we wrote →
How it runs

From your brief to finished assets in your engine.

01
Brief, quote and SOW

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.

02
Two kick-offs

Our team kicks off internally first, then with you. We walk you through the process and every review gate, and share the schedule.

03
Team, access and security

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.

04
Build to the first milestone

The team works under our producers, leads and creative director, and the first milestone is where your bar gets set.

05
Review gates

You approve each asset stage at a review gate, and which stages you sign off depends on the type of asset.

06
QA and into your engine

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."

Peter Jones, Senior Production Director, HB Studios
Questions

Questions before you send a brief.

What is the smallest job you'll take?

One asset: a character, an environment, a mascot. It is quoted the same way as a hundred and goes through the same review.

How soon could a team start?

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.

How do you price a brief?

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.

Who owns the work?

You do, from the moment it is made. It is in the contract, and it is not a clause we negotiate.

What if an artist leaves mid-project?

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.

Will you work in our engine, to our conventions?

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.

Do you use AI?

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.

What about security and NDAs?

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.

Do you work outside games?

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 →

Send us the brief, and you get back the team, the schedule and the price.

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
See Horizons
Or write: 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