ATOMHAWK IS HOME
TO ONE OF THE WORLD’S
LARGEST IN-HOUSE
TEAMS OF SPECIALIST
DIGITAL ARTISTS

Current Openings

Description
Intermediate to Principal
Atomhawk is a leading art and design studio. Our key goal is to provide world-class design and digital art production services to AAA clients across games, film and digital media.
To date we have all manner of creative work for a great range of clients including Warner Brothers, Marvel, Disney and Amazon. We work across a range of disciplines and formats, from console to tablet and VR to retail. As a member of our team you’ll be creating graphic design content across a wide range of styles and formats for our high-profile clients in games, film, TV and digital media.
The primary focus of the role will be graphic design, which includes logos, icons, typography and layouts. The ideal candidate may be a graphic designer looking to move in to the games industry, or someone already working within the games industry who wants to focus more on graphic output. As well as creative ability, we’re looking for someone who is passionate, enthusiastic and excited to be part of our team. We value confidence without ego, and our whole team plays an active role in building an awesome culture within the studio.

Responsibilities:

  • Working within the Graphic Design team to create top-tier graphic design across a wide variety of asset types.
  • Supporting the Animation, Concept Art, Tech Art and Marketing teams on various graphic design requirements across a wide range of projects.
  • Supporting the Corporate Brand team in the creation of logos, icons, typography and layout design.

Requirements:

  • A strong portfolio demonstrating experience and proficiency in graphic design.
  • Must have a good working knowledge of software including Photoshop and Illustrator, as well as a high capacity to learn new tools.
  • Solid understanding of core principles of graphic design, particularly logo design and video game icons.
  • Experience delivering graphic design content to strict technical specifications.
  • Time management.
  • Must be able to communicate clearly and concisely in verbal, written and visual forms.
  • Ability to demonstrate creative thinking and take art direction.
  • 2D motion graphics experience.
  • Familiarity and enthusiasm for video games would be a big plus.
  • Ideally, some experience working with game development engines including Unreal, Unity and Scaleform.
  • Ideally, some experience working with 3D using Maya / 3ds Max / Modo.

Education and Experience:

  • HND or Degree qualification in a related subject or equivalent work experience.
  • A portfolio that clearly demonstrates an industry-standard level of work.
Description
(Motion Graphics and Animation)
Atomhawk is a world-leading art and design studio. Our key goal is to provide world-class design and digital art production services to leading clients across games, film and digital media.
  
The Senior Cinematic Artist will be responsible for helping to lead teams to create motion graphics, animation and cinematics in a broad range of styles in accordance with the requirements of each project/client. The role involves:
·   Evaluating scripts and creating script breakdowns
·   Creating animatics to determine pacing, camera work, and transitions
·   Creating polished animations with parallax, character animation and VFX
·   Processing and incorporating audio
·   Provide cinematic direction, feedback, and practical training to the wider cinematics team.
Typical projects often require unique approaches to the narrative delivery and style of the animation, making adaptability a key skill. You must have a broad range of styles and be able to demonstrate those through their portfolio.
The Senior Cinematics Artist is an experienced team member that can consistently deliver high quality work that will meet, and often exceed, client expectations. You will be able to work quickly and consistently deliver innovative/high quality ideas and polished final animations. You should have prior experience of working directly with clients and be comfortable discussing projects with members of Atomhawk’s production and management teams.
The Senior Cinematics Artist will be able to interpret briefs on their own and mentor and guide others. They will be actively involved in staff training and development, assist with bi-annual appraisals and show leadership by example.
If this interests you, we encourage you to send us your portfolio and show us what you’d bring to our flock! You can see some of our motion graphics and Animation work here: Motion Graphics – Atomhawk
Showreel Requirements
Please include a link or file to your showreel or animation portfolio, providing examples of Animation/Cinematics from either personal or professional projects.
Experience using Adobe After Effects is essential for this role.
Motion Graphics and Cinematics Animators at Atomhawk work on a variety of projects alongside their team members. We work with leading brands including WB Games, XBOX Game Studios, 2K, EA and Zenimax, helping shape the visual design of the games of tomorrow.

Functional Responsibilities:

  • Development of cinematics at storyboards, previz and final quality stages.
  • Using techniques like parallax, displacement, and puppet-style animation.
  • Establishing narrative structure, timings, and editing.
  • Developing bespoke visual effects.
  • Providing clear and constructive written and verbal feedback to other members of the art team.
  • A self-motivated team player capable of educating others.

Required Skills:

  • Fluent with Adobe Creative suite, specifically After Effects and Premiere.
  • Instinctive understanding of cinematic principles and storytelling techniques.
  • Ability to effectively composite 2D and 3D sources.
  • Experience with industry-leading After Effects plugins, i.e. Trapcode, Spine, Etc.
  • Experience with After Effects Expression Language / JavaScript.
  • Ability to learn and apply new techniques.

Desirable Skills:

  • Good knowledge of videogames and films.
  • Knowledge of real-time animation in Unreal / Unity.
  • Experience with dedicated Animation and VFX programs like Blender, 3DS Max, Maya, Houdini and Nuke.

Education and Experience:

  • 3-5 years industry experience.
  • A portfolio that demonstrates the ability to meet industry standard level of work.
  • Experience of dealing directly with clients, including Art Directors and Producers.
Description
Atomhawk are looking for enthusiastic and experienced UI/UX Artists, with an interest in developing in-game and front-end UI and UX for AAA games projects. As part of our UI team you will work closely with UI engineers to develop and implement great UI for some incredible clients.
In this role you will:
– Design, create and implement UI using proprietary and middleware UI tools
– Create visual and interaction design, adhering to a cohesive style guide and maintaining consistency
– Maintain high visual fidelity, competitive aesthetics, presenting game information in a clear and understandable manner.
– Organise and maintain game-ready assets for use in user interfaces, such as textures, icons, and fonts
– Create and revise UI concepts and prototype flows, to establish the UI direction
– Work with UI engineers to implement assets and ensure correct functionality and visual fidelity
– Design UX wireframes and documentation
This position is open to remote, hybrid and in-studio working. For those wanting to work in a physical office, we can currently offer in-studio work in one of our UK studios. This can be from our principal studio in Newcastle, on the banks of the River Tyne, or from one of our many Group studios in Leamington Spa.
If this sounds like something that interests you then read on!
UI/UX Artists at Atomhawk work on a variety of projects alongside their team members. We work at all stages of UI/UX development, from early concepting through to implementation. We work with leading brands including WB Games, XBOX Game Studios, 2K and EA, helping shape the user interfaces of the games of tomorrow.

We look for the following in people who want to join our team

  • Quality at all stages of the process – Creation of UI/UX designs, organised workflow & files, well presented and defined from initial design through to implementation.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Adobe Photoshop, After Effects, Animate and Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of UI/UX principles and design.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.

Requirements

  • Great graphic design skills and the ability to flex your range and embed yourself in new and existing IP.
  • Able to design and create UI from wireframe to concept to prototype to final.
  • Excellent use of typography, composition, colour theory and motion graphics.
  • Proven experience using core tools including Adobe Photoshop, After Effects and Animate.
  • Experience of interface creation in game engines is desirable.
  • Comfortable communicating and collaborating with engineering and production.
  • Eager to get it right, redo/iterate work until the desired outcome is achieved.
  • Task driven, self-motivated and proactive.
  • Quick learner, able to rapidly pick up new software and workflow pipelines.
  • Must be patient and polite but also able to judge moments where push-back is needed.
  • A good understanding of 3d modelling is not required but is a bonus.
  • Proficiency or ability to learn relevant software; XD, Axure, Perforce, Jira, Basecamp and Confluence.
  • Understanding of animation timing.
  • Experience on a multiplayer game titles and live-service titles (console).
Description
Atomhawk are looking for an enthusiastic and experienced Senior UI Artist with an interest in developing in-game and front-end UI for AAA games projects and a solid UMG experience. As part of our UI team, you will work closely with UI engineers to develop and implement great UI for some incredible clients.
In this role you will:
– Design, create and implement UI using proprietary and middleware UI tools
– Create visual and interaction design, adhering to a cohesive style guide and maintaining consistency
– Maintain high visual fidelity, competitive aesthetics, presenting game information in a clear and understandable manner.
– Organise and maintain game-ready assets for use in user interfaces, such as textures, icons, and fonts
– Create and revise UI concepts and prototype flows, to establish the UI direction
– Work with UI engineers to implement assets and ensure correct functionality and visual fidelity
This position is open to remote, hybrid and in-studio working. For those wanting to work in a physical office, we can currently offer in-studio work in one of our UK studios. This can be from our principal studio in Newcastle, on the banks of the River Tyne, or from one of our many Group studios in Leamington Spa.
If this sounds like something that interests you then read on!
UI Artists at Atomhawk work on a variety of projects alongside their team members. We work at all stages of UI/UX development, from early concepting through to implementation. We work with leading brands including WB Games, XBOX Game Studios, 2K and EA, helping shape the user interfaces of the games of tomorrow.

We look for the following in people who want to join our team

  • Quality at all stages of the process – Creation of UI/UX designs, organised workflow & files, well presented and defined from initial design through to implementation.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Adobe Photoshop, After Effects, Animate and Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of UI/UX principles and design.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.

Requirements

  • Great graphic design skills and the ability to flex your range and embed yourself in new and existing IP.
  • Able to design and create UI from wireframe to concept to prototype to final.
  • Excellent use of typography, composition, colour theory and motion graphics.
  • Proven experience using core tools including Adobe Photoshop, After Effects and Animate.
  • Experience of interface creation in game engines is desirable.
  • Comfortable communicating and collaborating with engineering and production.
  • Eager to get it right, redo/iterate work until the desired outcome is achieved.
  • Task driven, self-motivated and proactive.
  • Quick learner, able to rapidly pick up new software and workflow pipelines.
  • Must be patient and polite but also able to judge moments where push-back is needed.
  • A good understanding of 3d modelling is not required but is a bonus.
  • Proficiency or ability to learn relevant software; XD, Axure, Perforce, Jira, Basecamp and Confluence.
  • Understanding of animation timing.
  • Experience on a multiplayer game titles and live-service titles (console).
Description
Office based in our Sumo Leamington Spa location.
We are looking for an experienced Senior 3D Artist (Generalist) who has a passion for creating 3D Art. Experience working across a variety of styles/purposes (such as Characters, Props, Hard Surface, Soft Cloth or Environments) and some in-engine and Z-Brush (Hard surfacing) experience would be an advantage for this role.
You’ll be working on an exciting new AAA video game title alongside our concept team, helping take initial ideas through to functional in-game assets. We require a solid understanding of the games development pipeline from interpreting a concept sketch, through high & low poly modelling to UV mapping and baking textures as well as the skills and software knowledge for each of those stages.
An eye-catching portfolio is a must. We’re looking for personalities who will fit our culture of innovative creativity and collaborative problem-solving. The ability to adapt and interpret a 2D concept into 3D is a must for this role, so please include your most creative pieces in your portfolio to show us what you can do!
If this interests you, we encourage you to send us your portfolio and show us what you’d bring to our flock.
Artists at Atomhawk work on a variety of projects alongside their team members. We work at all stages of visual development, from early concepting through to production and marketing. We work with brands including WB Games, XBOX Game Studios, 2K, EA and Sony, helping shape the visual design of the games of tomorrow.
NOTE – At this time we are considering remote work applications due to the ongoing COVID-19 restrictions on movement.

We look for the following things in people who want to join our team:

  • Quality at all stages of the process – Creation of 3D models that are cleanly modelled, organised workflow& files, well presented and defined from initial blockout through to final model & maps.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Max/Maya/Blender, Zbrush, Substance, Marmoset, Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of proportion, silhouette & anatomy.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.

Skills and Experience:

  • At least 5 years of experience in 3D Art (ideally within video games); Creating 3D models and textures.
  • Been through the full development cycle of at least 2 games.
  • Thorough knowledge of current 3D software and tools.
  • Great technical understanding of Games Development 3D creation processes from start to finish.
  • Creative mindset with a very good eye for details.
  • Ability to deliver high and low poly assets.
  • knowledge of creating efficient meshes that are good for performance.
  • Create well laid out, high-quality textures suitable for both traditional and PBR pipelines.
  • Experience in ZBrush.
  • Experience in UE4 is desirable.
  • Experience in Marvelous Designer is desirable.
Description
We are looking for a Technical Artist (R&D and Tools Specialist) to join Atomhawk’s growing Technical Art team.
This role requires someone who is a skilled problem solver, inspiring and enthusiastic team player who has a creatively pragmatic approach to solving technical challenges. The successful candidate will thrive in a technically creative and ever-changing environment where daily deadlines are handled with confidence.
As a key member of the project delivery team they will ensure Technical Art projects are creatively outstanding and of high technical quality. On a more practical level, the Technical Artist (R&D and Tools Specialist) will be involved in the development of software and hardware solutions tailored to suit the needs of a range of projects and clients. They will also take a positive role in developing the standard of Atomhawk’s own internal pipelines and tools.
The ideal candidate will be an excellent communicator and comfortable producing technical documentation whilst working with various degrees of ownership. They will enjoy providing feedback to their team and quality control on projects across the technical art spectrum.
For this role we are encouraging remote applications. Given the nature of the work a local time zone to the UK would be a benefit but not essential. For those wanting to work in a physical office, we can currently offer in-studio work in one of our UK studios. This can be from our principal studio in Newcastle, on the banks of the River Tyne, or from one of our many Group studios in Leamington Spa.

Required Skills:

  • Strong experience creating tools at an expert level,
  • Strong focus on R&D and innovation within the Technical Art space,
  • demonstrable understanding of Python /C#/C++/Scripting Languages or similar systems required,
  • demonstrable understanding of modern 3D engines and game engines (e.g. Unreal, Unity) and the technology behind them,
  • troubleshooting skills – Technical and project focused (e.g. people, process, tools, workflow etc),
  • proven understanding of methods for optimising pipelines, processes and assets for game engines,
  • technical proficiency and enthusiasm for understanding both external and proprietary tools + technology,
  • an understanding of industry standard 3D software packages (Maya, 3D Studio Max, Motion Builder, zBrush etc.),
  • experience and understanding of art/animation pipelines on modern game consoles.
  • excellent communication, interpersonal, and organizational skills,
  • diligence with tasks, schedule and adherence to budget limitations,
  • positive attitude and a desire to bring new ideas to the team,
  • an applied understanding of game development process, ideally from a background of working on the creation of games.

Desirable Attributes:

  • Proven experience creating high-quality technical solutions to art for games/animation/FX production at AAA level,
  • VFX experience,
  • UI and/or UX experience,
  • familiarity with adobe suite, substance painter and designer,
  • up to date knowledge of current programming techniques and development processes,
  • familiarity with shaders, materials, lighting and post processing,
  • project management experience,
  • client facing experience, specifically for taking briefs and presenting work,
  • awareness and interest of current titles and industry trends.

We look for the following in people who want to join our team

  • Quality at all stages of the process – Creation of 3D models that are cleanly modelled, organised workflow& files, well presented and defined from initial blockout through to final model & maps.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Max/Maya/Blender, Zbrush, Substance, Marmoset, Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of proportion, silhouette & anatomy.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
We want to hear from Motion Graphics and Cinematics Animators (2.5D) who are looking for a role in our award-winning UK team. We have 4 opportunities (permanent, fixed-term or freelance) for Animators at all levels to join our Cinematics team on some exciting new projects. We’re looking for personalities who will fit our culture of innovative creativity and collaborative problem-solving.
If this interests you, we encourage you to send us your portfolio and show us what you’d bring to our flock! You can see some of our motion graphics and Animation work here: Motion Graphics – Atomhawk
Showreel Requirements
Please include a link or file to your showreel or animation portfolio, providing examples of Animation from either personal or professional projects.
Experience using Adobe After Effects is essential for this role.
Motion Graphics and Cinematics Animators at Atomhawk work on a variety of projects alongside their team members. We work with leading brands including WB Games, XBOX Game Studios, 2K, EA and Zenimax, helping shape the visual design of the games of tomorrow.

Required Skills:

  • Strong experience of Motion Graphic and Cinematics animation and visual effects within Adobe After Effects.
  • 2.5D animation experience.
  • Demonstrable knowledge of cinematic storytelling and direction.
  • A keen eye for detail and technical excellence.
  • Familiarity with Adobe Photoshop.
  • Experience and understanding of art/animation pipelines.
  • Excellent communication, interpersonal, and organizational skills.
  • Diligence with tasks, schedule and adherence to budget limitations.
  • Positive attitude and a desire to bring new ideas to the team.

Desirable Skills:

  • Experience with Adobe After Effects plug-ins such as Maxon.
  • Experience with 2D animation software such as Adobe Animate or Toon Boom Harmony.
  • Experience of 3D software such as Blender, 3DS Max or Maya.
  • Storyboarding and/or sketching skills.
Description
We are looking for a Technical Artist (Houdini Specialist) to join Atomhawk’s growing Technical Art team.
This role requires someone who is a skilled problem solver, an inspiring and enthusiastic team player who has a creatively pragmatic approach to solving technical challenges. The successful candidate will thrive in a technically creative and ever-changing environment where daily deadlines are handled with confidence.
As a key member of the project delivery team they will ensure Technical Art projects are creatively outstanding and of high technical quality. On a more practical level, the Technical Artist (Houdini Specialist) will be involved in the development of software and hardware solutions tailored to suit the needs of a range of projects and clients. They will also take a positive role in developing the standard of Atomhawk’s own internal pipelines and tools.
The ideal candidate will be an excellent communicator and comfortable producing technical documentation whilst working with various degrees of ownership. They will enjoy providing feedback to their team and quality control on projects across the technical art spectrum.
For this role we are encouraging remote applications. Given the nature of the work a local time zone to the UK would be a benefit but not essential. For those wanting to work in a physical office, we can currently offer in-studio work in one of our UK studios. This can be from our principal studio in Newcastle, on the banks of the River Tyne, or from one of our many Group studios in Leamington Spa.

Required Skills:

  • Strong experience using Houdini at an expert level with a focus on procedural content creation,
  • demonstrable understanding of Python /C#/C++/Scripting Languages or similar systems required,
  • demonstrable understanding of modern 3D engines and game engines (e.g. Unreal, Unity) and the technology behind them,
  • troubleshooting skills – Technical and project focused (e.g. people, process, tools, workflow etc),
  • proven understanding of methods for optimising pipelines, processes and assets for game engines,
  • technical proficiency and enthusiasm for understanding both external and proprietary tools + technology,
  • an understanding of industry standard 3D software packages (Maya, 3D Studio Max, Motion Builder, zBrush etc.),
  • experience and understanding of art/animation pipelines on modern game consoles.
  • excellent communication, interpersonal, and organizational skills,
  • diligence with tasks, schedule and adherence to budget limitations,
  • positive attitude and a desire to bring new ideas to the team,
  • an applied understanding of game development process, ideally from a background of working on the creation of games.

Desirable Attributes:

  • Proven experience creating high-quality technical solutions to art for games/animation/FX production at AAA level,
  • VFX experience,
  • UI and/or UX experience,
  • familiarity with adobe suite, substance painter and designer,
  • up to date knowledge of current programming techniques and development processes,
  • familiarity with shaders, materials, lighting and post processing,
  • project management experience,
  • client facing experience, specifically for taking briefs and presenting work,
  • awareness and interest of current titles and industry trends.

We look for the following in people who want to join our team

  • Quality at all stages of the process – Creation of 3D models that are cleanly modelled, organised workflow& files, well presented and defined from initial blockout through to final model & maps.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Max/Maya/Blender, Zbrush, Substance, Marmoset, Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of proportion, silhouette & anatomy.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
We are looking for a talented concept artist who has a passion for hard surfaces, environments (ideally an interest in Sci-Fi and Fantasy) and prop design. You’ll be working on a variety of titles that range from realistic to stylized art on a range of upcoming AAA videogame titles.
No formal training is required but an eye-catching portfolio is a must. We’re looking for personalities who will fit our culture of innovative creativity and collaborative problem-solving. If this interests you, we encourage you to send us your portfolio and show us what you’d bring to our flock.
Portfolio Requirements
Please download and read our portfolio guide , which provides detailed guidance on what we look for in artist portfolios. Download the guide from http://atomhawk.com/s/Atomhawk_Portfolio_Guide.pdf
Artists at Atomhawk work on a variety of projects alongside their team members. We work at all stages of visual development, from early concepting through to production and marketing. We work with leading brands including WB Games, XBOX Game Studios, 2K, EA and Zenimax, helping shape the visual design of the games of tomorrow.

We look for the following things in people who want to join our team:

  • Quality at all stages of the process – Creation of artwork that is well presented and defined from sketch through to final polish. You can see examples of our finished work on our website.
  • Design thinking – Solving creative problems through innovative design, balancing form and function.
  • Technical skill – Fluency in Photoshop and an understanding of complimentary software and tools.
  • Art fundamentals – A strong grasp of colour, light, composition, anatomy, perspective and depth.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
We are pleased to announce that we have a key role appointment for a Principal Character Concept Artist to join our management team at our Gateshead studio. This role is for a Senior level artist with a proven record of creating artwork for major projects in the entertainment industry, as well as line-management and project leadership experience. The role presents an exciting and challenging opportunity to help shape the continuing growth and success of our award-winning art and design services, working with global entertainment companies such as Warner Bros, Sony, Lego, Microsoft, Marvel and BBC to name but a few.
Principal Concept Artists are responsible for leading teams to create concepts in a broad range of styles in accordance with the requirements of each project/client. The role involves creating artwork and design at all stages of the development cycle, including concept and idea generation, fast sketching (including storyboards), colour/light studies and polished illustration work, as well as providing team management and feedback. The role involves approximately 80% art creation and 20% management.
Typical projects often require the visualisation of various subjects, characters and props. Adaptability is therefore a key skill. Candidates must have a broad range of styles and be able to demonstrate a good spread of realistic, fantasy, sci-fi and stylised work.
For this particular role we are looking for an experienced team member that consistently delivers high-quality work that meets and often exceeds client expectations. The successful candidate will be able to work quickly and should consistently deliver innovative/high-quality ideas and polished final art/designs. They should have prior experience of working directly with clients and be comfortable discussing projects with members of Atomhawk’s production and senior management teams.
They will be able to interpret briefs on their own and also mentor and guide others. They will be actively involved in staff training and development, assist with monthly artist one-to-ones and bi-annual appraisals and show leadership by example.
Portfolio Requirements
Please download and read our portfolio guide, which provides detailed guidance on what we look for in artist portfolios. Download the guide from http://atomhawk.com/s/Atomhawk_Portfolio_Guide.pdf

Responsibilities:

  • Creating concept art for characters and objects to various levels of finish and time constraints.
  • Creating illustrations for keyframes, box art and other marketing purposes.
  • Visual storytelling, ensuring that the image captivates the viewer’s imagination.
  • Mechanical design – Knowledge of industrial design principals and their application to fictional vehicles, machines, weapons etc
  • Character design – creative, unique and interesting characters in a range of styles.
  • Has a good understanding of the creative processes and workflows with the ability to direct their aesthetic output and quality.
  • Helps to define creative workflows.
  • Sets schedules and breaks down workflows for new projects alongside production.
  • Gives regular feedback to teams with the ability to inspire those around them.
  • Review documentation, briefs and visual targets for multiple projects.
  • Can be entrusted to speak on behalf of the project, to clients during onsite and offsite visits and meetings.
  • Can be entrusted to represent the company and its values at external events and communicate its message safely and effectively.
  • Actively proposes mitigation plans for identified risks and problems.
  • Identifies areas requiring innovation and is a part of creating innovative solutions for an area of expertise.
  • Stays current with trends and brings innovation where possible.
  • Is part of strong leadership in the studio.
  • Helps define and communicate both technical and non-technical, information to art team, production and management.
  • Adapts content of information for the intended audience.
  • Provides feedback on the work of other internal or external artists where required.
  • Partners within Creative Leadership Team (includes MD, Creative Dev Director and Canada Studio Director).
  • Is involved in the recruiting and hiring process.

We look for the following things in people who want to join our team:

  • Quality at all stages of the process – Creation of artwork that is well presented and defined from sketch through to final polish. You can see examples of our finished work on our website,
  • Design thinking – Solving creative problems through innovative design, balancing form and function,
  • Technical skill – Fluency in Photoshop and an understanding of complimentary software and tools,
  • 3D skills – Experience using 3D software such as Core, Mudbox, Blender, 3DsMax, Z-Brush and Maya,
  • Art fundamentals – A strong grasp of colour, light, composition, anatomy, perspective and depth,
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress,
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required,
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks,
  • Time management – Creation of high-quality work within allocated timescales,
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
We are looking for a Lead/Principal Technical Artist to join Atomhawk’s growing Technical Art team. They will play a key role in the senior team; helping develop the service line and product offering of this new team, building on Atomhawk’s reputation and work with some of the best brands in the digital entertainment sector.
This role requires someone who is a skilled problem solver, an inspiring and enthusiastic team player who has a creatively pragmatic approach to solving technical challenges. The successful candidate will thrive in a technically creative and ever-changing environment where daily deadlines are handled with confidence.
As a key member of the project delivery team they will ensure Technical Art projects are creatively outstanding and of high technical quality. On a more practical level, the Technical Art Generalist will be involved in development of software and hardware solutions tailored to suit the needs of a range of projects and clients. They will also take a positive role in developing the standard of Atomhawk’s own internal pipelines and tools.
The ideal candidate will be an excellent communicator and comfortable producing technical documentation whilst working with various degrees of ownership. They will enjoy providing feedback to their team and quality control on projects across the technical art spectrum.
For this role we are encouraging remote applications. Given the nature of the work a local time zone to the UK would be a benefit but not essential. For those wanting to work in a physical office, we can currently offer in-studio work in one of our UK studios. This can be from our principal studio in Newcastle, on the banks of the River Tyne, or from one of our many Group studios in Leamington Spa.

Required Skills:

  • Demonstrable understanding of Python /C#/C++/Scripting Languages or similar systems required,
  • demonstrable understanding of modern 3D engines and game engines (e.g. Unreal, Unity) and the technology behind them,
  • troubleshooting skills – Technical and project focused (e.g. people, process, tools, workflow etc),
  • proven understanding of methods for optimising pipelines, processes and assets for game engines,
  • technical proficiency and enthusiasm for understanding both external and proprietary tools + technology,
  • an understanding of industry standard 3D software packages (Maya, 3D Studio Max, Motion Builder, zBrush etc.),
  • experience and understanding of art/animation pipelines on modern game consoles.
  • excellent communication, interpersonal, and organizational skills,
  • diligence with tasks, schedule and adherence to budget limitations,
  • positive attitude and a desire to bring new ideas to the team,
  • an applied understanding of game development process, ideally from a background of working on the creation of games.

Desirable Attributes:

  • Proven experience creating high-quality technical solutions to art for games/animation/FX production at AAA level,
  • VFX experience,
  • UI and/or UX experience,
  • familiarity with adobe suite, substance painter and designer,
  • up to date knowledge of current programming techniques and development processes,
  • familiarity with shaders, materials, lighting and post processing,
  • project management experience,
  • client facing experience, specifically for taking briefs and presenting work,
  • awareness and interest of current titles and industry trends.

We look for the following in people who want to join our team

  • Quality at all stages of the process – Creation of 3D models that are cleanly modelled, organised workflow& files, well presented and defined from initial blockout through to final model & maps.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Max/Maya/Blender, Zbrush, Substance, Marmoset, Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of proportion, silhouette & anatomy.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
We are looking for a Technical Art Generalist to join Atomhawk’s growing Technical Art team. They will play a key role in the senior team; helping develop the service line and product offering of this new team, building on Atomhawk’s reputation and work with some of the best brands in the digital entertainment sector.
This role requires someone who is a skilled problem solver, an inspiring and enthusiastic team player who has a creatively pragmatic approach to solving technical challenges. The successful candidate will thrive in a technically creative and ever-changing environment where daily deadlines are handled with confidence.
As a key member of the project delivery team they will ensure Technical Art projects are creatively outstanding and of a high technical quality. On a more practical level, the Technical Art Generalist will be involved in development of software and hardware solutions tailored to suit the needs of a range of projects and clients. They will also take a positive role in developing the standard of Atomhawk’s own internal pipelines and tools.
The ideal candidate will be an excellent communicator and comfortable producing technical documentation whilst working with various degrees of ownership. They will enjoy providing feedback to their team and quality control on projects across the technical art spectrum.
For this role we are encouraging remote applications. Given the nature of the work a local timezone to the UK would be a benefit but not essential. For those wanting to work in a physical office, we can currently offer in-studio work in one of our UK studios. This can be from our principal studio in Newcastle, on the banks of the River Tyne, or from one of our many Group studios in Leamington Spa.

We look for the following in people who want to join our team

  • Quality at all stages of the process – Creation of 3D models that are cleanly modelled, organised workflow& files, well presented and defined from initial blockout through to final model & maps.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Max/Maya/Blender, Zbrush, Substance, Marmoset, Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of proportion, silhouette & anatomy.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
We want to hear from digital artists who are looking for a role in our award-winning UK team. As well as artists who have specialist areas of expertise we’re also looking for more general ‘all-rounders’ of all grades and styles.
No formal training is required but an eye-catching portfolio is a must. We’re looking for personalities who will fit our culture of innovative creativity and collaborative problem-solving.
If this interests you, we encourage you to send us your portfolio and show us what you’d bring to our flock.
Portfolio Requirements
Please download and read our portfolio guide , which provides detailed guidance on what we look for in artist portfolios. Download the guide from http://atomhawk.com/s/Atomhawk_Portfolio_Guide.pdf
Artists at Atomhawk work on a variety of projects alongside their team members. We work at all stages of visual development, from early concepting through to production and marketing. We work with leading brands including WB Games, XBOX Game Studios, 2K, EA and Zenimax, helping shape the visual design of the games of tomorrow.

We look for the following things in people who want to join our team:

  • Quality at all stages of the process – Creation of artwork that is well presented and defined from sketch through to final polish. You can see examples of our finished work on our website.
  • Design thinking – Solving creative problems through innovative design, balancing form and function.
  • Technical skill – Fluency in Photoshop and an understanding of complimentary software and tools.
  • Art fundamentals – A strong grasp of colour, light, composition, anatomy, perspective and depth.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
We are looking for a talented concept artist who has a passion for character design. You’ll be working on a variety of titles that range from realistic to stylized art on a range of upcoming AAA videogame titles.
No formal training is required but an eye-catching portfolio is a must. We’re looking for personalities who will fit our culture of innovative creativity and collaborative problem-solving.
We’re very interested to see initial ideas and sketches along with your final rendering quality. The ability to bring character and personality to your designs is a must for this role, so please include your most creative pieces in your portfolio to show us what you can do!
If this interests you, we encourage you to send us your portfolio and show us what you’d bring to our flock.
Portfolio Requirements
Please download and read our portfolio guide , which provides detailed guidance on what we look for in artist portfolios. Download the guide from http://atomhawk.com/s/Atomhawk_Portfolio_Guide.pdf
For further information take a look at our Artist Q&A for this position here: https://atomhawk.com/news/applicant-guide-characte…

We look for the following things in people who want to join our team:

  • Quality at all stages of the process – Creation of artwork that is well presented and defined from sketch through to final polish. You can see examples of our finished work on our website,
  • Design thinking – Solving creative problems through innovative design, balancing form and function,
  • Technical skill – Fluency in Photoshop and an understanding of complimentary software and tools,
  • 3D skills – Experience using 3D software such as Core, Mudbox, Blender, 3DsMax, Z-Brush and Maya,
  • Art fundamentals – A strong grasp of colour, light, composition, anatomy, perspective and depth,
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress,
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required,
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks,
  • Time management – Creation of high-quality work within allocated timescales,
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.
Description
Office based in our Sumo Leamington Spa location.
We are looking for an experienced 3D Artist (Generalist) who has a passion for creating 3D Art. Experience working across a variety of styles/purposes (such as Characters, Props, Hard Surface, Soft Cloth or Environments) and some in-engine and Z-Brush (Hard surfacing) experience would be an advantage for this role.
You’ll be working on an exciting new AAA video game title alongside our concept team, helping take initial ideas through to functional in-game assets. We require a solid understanding of the games development pipeline from interpreting a concept sketch, through high & low poly modelling to UV mapping and baking textures as well as the skills and software knowledge for each of those stages.
An eye-catching portfolio is a must. We’re looking for personalities who will fit our culture of innovative creativity and collaborative problem-solving. The ability to adapt and interpret a 2D concept into 3D is a must for this role, so please include your most creative pieces in your portfolio to show us what you can do!
If this interests you, we encourage you to send us your portfolio and show us what you’d bring to our flock.
Artists at Atomhawk work on a variety of projects alongside their team members. We work at all stages of visual development, from early concepting through to production and marketing. We work with brands including WB Games, XBOX Game Studios, 2K, EA and Sony, helping shape the visual design of the games of tomorrow.
NOTE – At this time we are considering remote work applications due to the ongoing COVID-19 restrictions on movement.

We look for the following things in people who want to join our team:

  • Quality at all stages of the process – Creation of 3D models that are cleanly modelled, organised workflow& files, well presented and defined from initial blockout through to final model & maps.
  • Design thinking – Solving creative problems when adapting 2D concept, balancing form and function, always being aware of the whole pipeline and the requirements
  • Technical skill – Max/Maya/Blender, Zbrush, Substance, Marmoset, Photoshop and an understanding of the usual development software & tools. An understanding and interest in real world mechanics would also be a benefit.
  • Art fundamentals – A strong grasp of proportion, silhouette & anatomy.
  • Variety and iteration – The ability to provide multiple creative options, then iterate upon them as projects progress.
  • Adaptability – Switching quickly and fluidly to new requirements and processes when required.
  • Working to a brief – Understanding creative briefs, then considering elements such as context, timescales and creative constraints when solving tasks.
  • Time management – Creation of high-quality work within allocated timescales.
  • Collaboration – Receptive to taking feedback and working together with team-mates and clients.

We believe real talent’s worth nurturing, so alongside structured career development and training pathways for all staff, we prioritise positive work-life balance.

Our job is to support the production of great artwork and foster a collaborative culture that inspires, to make ongoing learning and the fun of creativity part of everyone’s journey with us.

Values & Culture

Atomhawk begins and ends with its people. Our extraordinary team allows us to achieve feats which would be impossible alone. We commit collectively to giving everyone the creative freedom to grow, as artists and as people.

Our differences make us better professionally and culturally; they’re to be celebrated and they’re a strength. By setting ourselves the highest standards for planning and precision, and staying not just up to date, but one step ahead, we make sure our work is exceptional, every time

We take training and development seriously. Everyone should be moving forward, pushing the limits of their potential. Our structured career development pathway is linked to a grading system. Monthly one-to-ones, plus biannual appraisals help staff progress and map out future plans.

Everyone has at least eight training days annually, and all staff work on training and development objectives throughout the year, some of which are set by management, some by individual team members. Our management and leadership teams provide structured support on defined training tasks.

Read more about Atomhawk’s Career Progression on our Career Resources page.

We’re upfront about what we look for in applications. Our comprehensive Portfolio Guides Resource provide full guidance, but remember:

  • Show us only your best, most high-quality work
  • Provide accompanying images that demonstrate your thought processes for at least three artwork.
  • Focus on your key areas of interest like design, ideation, variation, exploration, sketches, and breakdowns

Portfolio Guides:

We know applying for jobs can be overwhelming, but we don’t want that to stop us finding you. We’re transparent about our recruitment process so that all candidates, at all levels can prepare for their interview with confidence.

  • Application review – We’ll review your application, previous experience and/or portfolio, and reply to you. If you’re unsuccessful, we encourage you to check out the wealth of free education available on our Career Resources directory.
  • Get to Know – If we’re considering you for the position, you’ll be invited to an online interview with our hiring manager and department lead. This typically lasts 1 hour, and it’s a chance to chat about your application, ambitions, and experience.
  • Filling in the gaps – If there are any key elements we couldn’t see in your portfolio or CV, you may be asked to take a test.
  • Second interview – We may hold a second interview so additional members of the team can meet you. This is also a great chance for you to ask us any extra questions you might have.
  • Offer – If you’re successful, you’ll receive an offer of employment via email. Unsuccessful candidates at this stage will receive an email with personalised feedback.

Creativity thrives through diversity, not conformity. Every Atomhawk applicant and employee is afforded space and freedom to be their true self, with no fear of prejudice or persecution. During the application process, you won’t be judged on your name, your gender, your sexuality, your ethnicity, your age, your religion, or any other factor unrelated to your ability to do the job.

Our managers undertake mandatory EDI training and are committed to making our workplace more inclusive for underrepresented team members, including through the implementation of reasonable adjustments. This is a workplace where all employees feel safe, welcome, and represented.

 

Atomhawk offers a comprehensive system of rewards and benefits. These are made up of financial, support, development, and fun incentives. We invest and add to these each year, as the company develops.

This is in addition to cutting edge studio facilities, award-winning projects, and a world-class studio culture, according to Best Companies.

  • Flexible hours and hybrid working options
  • Annual bonus scheme linked to profit and individual performance
  • Annual pay increases
  • Freedom to freelance policy for artists
  • All-staff referral bonus scheme up to £3,000
  • Eight days a year of paid training and development
  • An extensive library of tutorials/courses
  • 21 paid holidays per year that increases to 25 per additional year of service, plus public holidays, along with your birthday and Christmas Eve off
  • Money allocated to each staff member for ‘flexible benefits,’ to spend on a choice of benefits or take as additional pay
  • Enhanced maternity/paternity and adoption pay
  • Critical illness cover, death in service benefit and dental cover
  • Mental health support via the Employee Assistance Programme – confidential 24/7/365 helpline and app
  • Access remote GP, mental Health, Physiotherapy appointments & medical second opinions
  • Electric car and cycle to work schemes
  • Pension and salary sacrifice scheme
  • Support relocating to the UK and Visa sponsorship
  • Transfer scheme from UK to Canada studio, and vice versa
  • Match funding for charity donations and payroll giving scheme
  • Unlimited drinks and snacks (including healthy options!)
  • Christmas, summer and wrap parties along with employee long service awards
  • Flexible hours and hybrid working options
  • Annual bonus scheme linked to profit and individual performance
  • Freedom to freelance policy for artists
  • Eight days a year of paid training and development
  • An extensive library of tutorials/courses
  • Extended health & wellness benefits
  • 5% RRSP employer matching
  • 21 paid holidays per year that increases to 25 per additional year of service, plus public holidays
  • $300 health & fitness annual reimbursement
  • Monthly and quarterly team activities (cinema trips, lunches/dinners, go karting, arcades etc)
  • Free snacks and drinks in the studio

Our Studios

UK

In the centre of North East England’s art scene, on the Gateshead quayside, the studio is flanked by galleries and theatres, live music venues, pulsing nightlife, and eclectic shopping. Newcastle’s three minutes on foot, the beach is 15 minutes by Metro, and (it’s a cliché but it’s true) the people are super friendly.

Canada

In the heart of Vancouver, where the skyscrapers are overshadowed only by snow-topped mountains, our studio sits amid bars and restaurants, art, and music venues. Known for its sheer liveability, the seaport city boasts an enviable mix of urban refinement and the awe-inspiring natural world.

Advance

Our brand-new Technical Art team offers UI & UX Design and Development, Technical Art Direction, Realtime VFX and more. Currently operating remotely, a physical UK location is planned for 2022.

Our Awards