Our technical art team takes the standard Atomhawk approach to overcoming challenges and optimising creativity into clients’ game engines, expertly navigating Unreal, Unity and proprietary systems to focus on art related challenges.
Our technical art team takes the standard Atomhawk approach to overcoming challenges and optimising creativity into clients’ game engines, expertly navigating Unreal, Unity and proprietary systems to focus on art related challenges.
With carefully acquired expertise, our talented technical artists solve complex challenges within game engines. Precise technical skill and free-flowing creativity, lets them push technology’s limits. Rigorous testing and documentation provide a foundation for visuals that work as well as they look. Working independently or collaborating with clients in-engine, our technical art solutions are made-to-measure, unique each time.
This is a high-value strike team solving problems others can’t. We’re set up to work in-engine and are backed by an ISO Accredited secure IT infrastructure. As well as designing technical art solutions we can build and implement them in-game – ideal for companies who need a visually arresting design, and the technical expertise to implement it. Proven experience with clients like WB Games and 2K, plus a hands-on management team complete the package.
Technical Art can help solve complex challenges on creative projects. Ready to find out more about how we can work together?
We provide a great variety of technical art services: from working directly on a game, improving performance through the optimisation of assets, materials, shaders and techniques, to creating tools for developers to get the very best out of their engines, be that Unreal Engine, Unity or propriety. Additionally, we provide technical assistance for procedural content generation, VFX, lighting and atmospherics, as well as consultation and R&D support to help clients nail down a new visual style.
Our Technical Art team embeds with client teams to solve problems, and optimise games and development pipelines. We can design bespoke solutions or provide implementation support according to client needs.
We have several Tech Artists (TAs) and are rapidly expanding. Our current team ranges from a minimum of five years industry experience to nearly thirty. We’ve worked on just about every gaming platform from indie games to AAA, stylised and realistic. Our baseline of high technical competence–shared by all our TAs–range from programmers with technical art skills, to technical artists with programming skills.
Yes, we can produce high quality results even with tight deadlines. Our no-crunch policy is achieved by thorough scoping and planning carried out by our production team, one of which is assigned to every project. Our producers track progress and deploy Agile methodologies to ensure we can adapt to the dynamic challenges of game development.
As the range of work we do varies from project to project, all turnaround times are unique. Our team embeds with our clients and work with them for however long the project requires: this could be for the entirety of a project, providing support where required, or being present to make tools and implement content required for a specific aspect of a project, or at the end to help with bug fixing and optimisation.
We work collaboratively with clients to ensure the agreed benchmark is achieved with quality and consistency. Before beginning every engagement, we have in-depth meetings with the client team on the project’s unique needs and approach to reduce feedback loops, time and cost.
Our in-house production team is essential to achieving high quality results for our clients. Many of our engagements involve more than one of our discipline teams, which is why a producer is assigned to every project. This producer manages account relations, project assets, and team schedule.
You can contact our business development or production people or, alternatively use our website’s contact form.
We have an efficient qualification process which all new enquiries go through. First, an NDA will be signed. Then RFP’s, rate cards and bespoke creds decks can be requested by the new client. We will work in collaboration with you to meet your timescale, budget and project needs.
Our team becomes a part of your team. We adopt your processes, adhere to your guidelines and attend all the internal meetings you require us in. Our team will plug in to your hierarchy at whatever point you need, communicating directly with your leads to ensure the clearest possible communication.
Typically, this is achieved over the course of 1-2 weeks of onboarding at the start and is maintained through the project, with the oversight of our production staff, who will conduct regular check in’s with your leadership.
Our Technical Art team is happy to adopt and adapt to whatever pipelines and software you require, and a key part of our work is often creating tools for our clients’ pipelines.
Our current software experience includes:
As part of utilizing this software we have experience with the following languages:
Most tech art work is highly iterative, and our team is expected to carry out however many passes are required to ensure that a piece of work meets the quality and performance standards set by the client. Software development is generally all about revision and refinement, and communication is kept at a high standard throughout this process.