From the smallest dinosaur claw to the Helix Nebula and everything in-between! The Art Department is responsible for designing and creating all the visual aspects that breathe life into the games we make. We use a combination of in-house and third party tools, along with Frontier’s own engine, to make amazingly authentic worlds.
Our team comprises of the most talented, innovative and imaginative people from all over the world, who share our passion and drive to make the best games possible! As we continue to grow, so do our specialisms within the art team:
Models and textures the 2D concept designs into game-ready assets. This could be a small simple object or a huge settlement!
Turns the vision into reality by creating early visual targets that help describe the tone, style, lighting etc.
Specialises in creating humans and creatures for all of our games. You could be creating a T-Rex one day, then working on a sporting hero the next!
Creates both realistic and stylised materials to help push and unify the look of Frontier’s growing list of titles.
Creates a range of stunning effects, both realistic and stylised, to help make our games come to life.
Delivers stunning and realistically lit environments that provide the feel and atmosphere to a scene.
The person that wears many hats! Technical Artists are the bridge between Artists and Programmers that keep our technical and creative processes moving smoothly.
We also have a number of specialised artists who focus on more specific areas within our pipeline. This could be a Vehicle Specialist advising on our upcoming F1 title, a Terrain Expert generating a landscape for the next Dinosaur Park, or even a Foliage Artist creating the biome specific plant needed for a zoo. Other specialities include: Art Directors, Pipeline Artists and Benchmark Artists. These specialists really help us add that extra quality and grounding to our games, bringing a knowledge of expertise that is immeasurably valuable.
If you are an artist, we have lots of different opportunities to suit many types of practices, so tell us your specialism and discover your place here at Frontier.
We’d love to see a great portfolio with all of your best work. Make sure that the work in your portfolio is a true reflection of your abilities – be it art, iconography, clever solutions to tricky design issues or code examples to solve complex issues.
When showing work, make sure it is clear to see what your personal involvement was. At the end of the day we are hiring you, not your team.
We’re always on the lookout for super-talented, passionate people - if you've developed games for console or PC then we'd love to hear from you. Drop us a line at email@example.com
Heya, I’m Niki. I joined Frontier in November 2020 as a Full Material Artist, working in the Material Department. I first started on Jurassic World Evolution 2, where I was responsible for making procedural materials to help bring colour and detail into this iconic franchise. I was then moved on to help with the F1 title project. This is a really ambitious project and I am really keen to help make it look amazing.
I’m responsible for creating procedural materials, shaders, decals, helping out the team with whatever they might need and polishing the final look of the game. I also take care of organising the material work on our database, and making sure the game is optimised from a material standpoint.
Hello! My name is India, I'm a Senior Artist and current Project Lead for the Character Art on Planet Zoo. I've been on this project since the very beginning – it's been an amazing experience to watch it grow and evolve as we've learnt better ways of doing things. My team and I are responsible for creating all of the cute animals you see in-game, and working closely with the amazing people in rigging and animation to ensure we can capture the personality and behaviour that these animals are known for.
Frontier has supported my career journey since I first joined as a Graduate Artist in 2018. Providing opportunities for me to grow and take on more responsibility first as a Full Character Artist, then mentoring other graduates to prove I could manage a small team and provide that same support for others as a Senior Artist. There's a great network of artists at the company that have helped me improve my personal projects, as well as professionally.