Pipeline Artist

Frontier is an established, market leading independent developer and publisher of videogames for PC and consoles. Founded in 1994, we are based in the world-leading technology cluster and historic city of Cambridge, England. With a growing team of over 750 talented people, we are passionate about creating innovative genre-leading games and authentic worlds for our communities of players.  

We have achieved serial successes across a wide variety of titles including Elite DangerousPlanet CoasterJurassic World Evolution and Planet Zoo. We are continuing to grow our team to support our existing portfolio and an exciting and ambitious future roadmap, which includes the development of both own-IP titles and licensed-IP titles. Our IP-license partners include Universal (Jurassic World), Formula 1 and Games Workshop (Warhammer).We are also growing our team to continue the expansion of Frontier Foundry, our publishing label for games developed by carefully selected partner studios. 

We have a modern spacious studio located on the Cambridge Science Park in the heart of the Cambridge tech hub. For those who wish to relocate to the Cambridge area and work either entirely in the studio or flexibly between the studio and home, we can provide generous financial and practical support to facilitate your move. We are also able to offer remote working for those who would prefer to work almost exclusively from home or who are unable to relocate. We can discuss your preferences with you during the recruitment process.   

A Pipeline Artist is a key part of the Technical Art team. You'll be working alongside the Technical Artists and Art team to get assets into game, ensure work is done correctly and help teach people about new and existing processes. As team sizes increase and more work is done by outsource partners, it's important that the flow of work is checked and integrated correctly and that our partners understand the requirements on them. As a Pipeline Artist, you will work to ensure that assets are moved smoothly between delivery branches into the main game and that the work meets the requirements set out. To do this, it's key that you understand source control procedures and basic Technical Art issues. 

The role works closely with Technical Art although is led by the Pipeline Lead on a project. You'll be expected to report issues with the workflows or pipelines and in some cases, communicate and action responses. This means you'll be actively participating in helping to build these pipelines and in some cases, the assets for the game. A solid technical basis is key and the role offers a unique chance to really understand how games are made and what procedures are used. Like all Technical Art roles, communication is paramount and candidates need to demonstrate their ability to proactively raise issues and form good relationships with their close team members. The role can be a springboard into Technical Art or onward to a Pipeline Lead.


  • Asset integration. Getting the authored assets into game correctly is your primary focus. Ensuring everything ends up where it should be both geographically in the game and physically in terms of folder structures is of paramount importance.
  • Review work from external and/or internal teams. It's your role to ensure the work being done meets the requirements given.
  • Check the technical validity of work. It's important that the work done is technically correct as well as aesthetically pleasing. The game’s performance relies on team members understanding and following the technical constraints. You are uniquely placed to look for assets which don't meet these requirements.
  • Become a knowledge base of assets and procedures. You'll be working with the project’s pipelines day in and out. You will therefore become an expert in the processes and procedures which will enable you to explain these technicalities to those less familiar.
  • Dealing with merging assets across source control. You are charged with merging assets across different branches of source control, taking work done by our outsource partners and moving it to the main trunk/branch.
  • Report to and work with the Technical Artists and Pipeline Artists. You'll be reporting to the Pipeline Lead on the project and will be working with the Technical Art team to ensure the work is efficient and that all relevant pipelines exist and are well documented.


  • Strong communication skills.
  • Strong desire to understand game pipelines and workflows.
  • Ability to understand and assemble complex technical requirements.
  • Understanding of source control and its concepts.
  • Understanding of Technical Art concepts like topology, UVing, Loding etc.
  • Experience with 3D software Maya/Max etc.
  • Self-driven/proactive attitude to problem solving.

What we can offer you

We offer the chance to work with talented and passionate people, developing and publishing sophisticated and enduring games in a creative and collaborative environment. We love what we do, and we work hard to provide outstanding experiences for our player communities. Frontier rewards this passion and determination by sharing in the company’s success and by supporting our teams to keep doing what they love.

Well-being is a big focus at Frontier and we are continually evolving how we can support our staff. We encourage a healthy work/life balance and host a range of well-being activities, initiatives and sessions to support both mental and physical health.

We offer a competitive salary and benefits package, which includes a success-based annual bonus, share option schemes, pension, life assurance, private family healthcare, flexitime working hours, enhanced maternity/paternity package, in-house subsidised catering, support with relocation, a Cycle to Work scheme and free bike servicing, and social events.

We welcome and encourage applications from qualified candidates regardless of sex, race, disability, age, sexual orientation, gender identity, marriage or civil partnership, pregnancy or maternity, religion or belief.

Please update your cookie consent options to enable marketing cookies in order to view this form.

Renew or change your cookie consent

Top Tips

  • 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.

Meet the team


Material Artist

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. 


Senior Artist

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.