We are airship
We're the go-to for AAA studios for art & design
Breathing life into game worlds with immersive art and design
How we work
We’re obsessed with innovation
It’s hardwired into our processes, so we’re always finding ways to optimise existing tools and experimenting with emerging tech. Staying curious keeps our thinking fresh and broadens the diversity of our skills. We live to surprise our clients, and this is how we do it.
We’re incredibly proud to offer full end-to-end games art and implementation services to leading international game developers and AAA studios. It’s an honour to work on games played by millions of people around the world (games we love to play, too). We look forward to collaborating with new clients and partnering with co-developers to bring more thrilling games to market.
Experience has taught us what works – and we’ve worked on over 100 AAA games
Experience has taught us what works, so we can be flexible without risking quality. It’s all rooted in professional processes guided by experienced leaders. Art directors and producers responsible for globally successful titles lead from the front on every single one of our projects.
By being team-first, we serve our mission to be client-first. It’s a no-brainer to invest in our people. Skills development is part of everyday operations, with colleagues given agency in the direction of their professional journey. Personal wellbeing feeds into that. We don’t do crunch, and it shows in the quality of our work.
Shinelabs Ltd is born – A one-man team out of Joe’s bedroom.
We worked on a range of marketing, architectural and advertising images - various clients.
Growing in stature
We establish ourselves in the games industry, partnering with Playground Games to create the crowd characters for Forza Horizon.
Great new projects
Shinelabs becomes Airship Images Limited. Off the back of our successful work for Forza we work on Ryse: Son of Rome, creating all the enemies, and expanding into hairstyles.
Creating innovate technology
We find out how difficult and long winded the hair creation process is, and we start building our own proprietary hair tool and establish ourselves as innovators in tool development. Forza Horizon 2.
Our first co-development
We launch into our first co-development, and also start working with Ubisoft on The Division using our new hair tool to radically improve the speed of hair creation. Reach 8 full time staff.
More new projects
Continuing work for AAA and start working on Battalion 1944 (Characters + Weapons + Environments), Star Trek Fleet Command (rigging & animation included) and Star Citizen (Hair) – improving our hair processes further. We're also invited back to work on Forza Horizon 3.
Our first environment artists
Off the back of our work in character development, our growth accelerates, working on Outriders hairstyles and some fantastic indie titles. We also hire our first environment artists.
Our growth continues we moved to a bigger space to accommodate the bigger team. Battlefront 2 work. We are invited back to work on work on Forza 4, including seasonal content.
Scaling the hairstyles team
We do some exciting work on Medal of Honour, scaling up our hairstyles scale up team significantly and producing somewhere between 50 and 60 hairstyles in a 2-3 month window. We also embark on work on Star Wars Jedi: Fallen Order.
Our growth amps up
Our growth really accelerates, resulting in a move to a studio space 2-3 times the size of our previous space – tripling in headcount in the process. We also work on Baldur's Gate 3 and Call of Duty.
We reach 60 headcount in the first half of the year, sign a new (currently unannounced) co-development project, and are projected to hit over 100 headcount by the end of 2021.
Joe is always learning, always sharing and always delivering. That’s why you’ll get the highest quality, most reliable, and genuinely enjoyable experience when you work with Joe. He's absolutely client focused, and responsible for spearheading some of the best work in the industry.
Chief Operating Officer
A reliable, organised and solutions focused leader who leads with integrity, Declan is passionate about developing and growing companies, building effective and efficient teams and creating meaningful impact. He is committed to learning and developing his skills to better serve the team.
Chief Finance Officer
Krista is an innovative and detail focused CFO, tasked with control of Airships' finances. She's an influential and highly experienced member of the team, having worked at Airship for a number of years and with more years of experience within finance as a whole.
Business Development Manager
Craig has worked in the games industry for over 17 years, serving the games industry across the ecosystem - from representing developers to sourcing games within a publisher. At Airship he is responsible for developing partner relationships and business growth.
View our latest vacancies
Groom Artist Positions Available – Junior, Mid, Senior Location: Bucharest, Lancashire (Please state what location & position you are applying for in your application) Here at Airship Images, we are always trying to push the quality bar! Therefore, as a Groom Artist, you will help create stunning 3D hair, beards, and fur for next-generation AAA […]
Location: Lytham Founded in 2010, Airship Interactive is a world-leading external art partner. Passionate about pushing game art to its limits, Airship is growing rapidly, whilst maintaining its reliable, quality focussed reputation, well known across the industry. The Role Here at Airship Interactive, we are always trying to push the quality bar! Therefore, as […]
Junior Environment Artist
Duration: 6 - 12 Month Contract
Location: Bucharest, Lancashire Please state which location you are applying for in your application. Here at Airship Images, we are always trying to push the quality bar! Therefore, as Junior Environment Artist you will help create stunning 3D worlds for various next-generation AAA game titles from top studios around the globe. As a Junior Environment […]