Hire tech artists

Game-Ace provides dedicated tech artists for studios that need the bridge between art direction and engine performance. Specialists handle shader development, lookdev, pipeline tooling, and asset optimisation for Unity and Unreal Engine. Engagements range from a single tech artist supporting an in-house art team to a full lookdev and tooling pod for a production at scale.

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What our tech artists can do for you

Shader development for Unity and Unreal Engine

Shader development

Custom shaders for character, environment, and VFX use cases in Unity Shader Graph, HLSL, and Unreal Material Editor with HLSL extensions. Shaders are profiled on the target device matrix before sign-off.

Lookdev and material authoring for games

Lookdev and material authoring

Material libraries and lookdev passes that establish art direction across the project. PBR workflows are documented so artists outside the lookdev team can stay consistent.

Pipeline tooling for art production

Pipeline tooling

Editor tools, import scripts, and validation utilities that automate repetitive art tasks. Tooling is documented so the in-house art team can use it after the engagement ends.

Game asset optimisation for performance

Asset optimisation

Polygon budgets, texture sets, draw call analysis, and LOD chains tuned for the target platform. Optimisation passes are validated against the project's performance budget.

Rigging and character setup for games

Rigging and setup

Character and prop rigging for animation, including IK setups, control rigs, and asset preparation for the animation team. Rigs are tested against the target animation runtime.

Quick facts about Game-Ace

2005 Founded

More than two decades in game development.

120+ Specialists

In-house production team across key disciplines.

200+ Games

Delivered across selected game genres.

What tech artist work requires

Tech artists sit between the art team and the engineering team on every production. The role demands shader and graphics programming skill, art direction sensitivity, and the patience to build the tooling that lets the art team move faster on real production work. Game-Ace tech artists work on production projects in Unity and Unreal Engine daily, so shader authoring, lookdev passes, and pipeline tooling are treated as one integrated discipline rather than three separate handovers between different specialists.

Engagement models for tech artists

Clients hire a single tech artist to support an existing in-house art team, or assemble a small lookdev and tooling pod for a production at scale. Engagements run as dedicated monthly hires with direct integration into the client's Git, Jira, and review pipeline from the first sprint. NDA and IP transfer are signed before any access to art assets or engine projects. Tooling delivered during the engagement is documented so the in-house art team continues to use it afterwards.

Need a tech artist who can ship shaders, tooling, and optimisation passes? Let's match the right specialist to your pipeline.
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Why hire tech artists from Game-Ace

Game-Ace tech artists deliver shader, tooling, and optimisation output that production art teams can rely on without long ramp-up periods.

  1. Shader expertise on real targets. Shaders are written and profiled on the target device matrix, not against a single developer reference, so performance behaviour is known before sign-off.
  2. Pipeline tooling that outlasts the engagement. Editor tools and import scripts are documented so the in-house art team continues to use them after the contract ends.
  3. Unity and Unreal coverage from one studio. Both engines are supported, so tech art capacity does not depend on the engine the project happens to use.
  4. Asset optimisation within budgets. Polygon counts, texture sets, draw calls, and LOD chains are tuned against documented performance budgets, not best-effort guesses.
  5. NDA and full IP transfer. Shader source, tooling, rigs, and documentation transfer to the client. NDA is signed before any review of art assets.
Benefits Of Choosing Tech Artists

Cost of hiring tech artists

Hiring a dedicated tech artist from Game-Ace starts from €5,500 per month for a Unity shader and tooling specialist, with Unreal Engine tech artists usually around €7,000 per month. Senior tech artists with shipped console or PC production credits are priced higher. Full lookdev and tooling pods are quoted per project scope.

Our tech artist hiring process

1.
Requirements review

We review the engine, art direction, performance budget, and tooling gaps to define the seniority profile and shader or tooling specialisation we source for.

2.
Candidate shortlist

We identify tech artists from our in-house team whose prior work matches the engine, target platform, and shader complexity of the project.

3.
Technical review

Shortlisted tech artists are evaluated on shader output, tooling code samples, and prior performance optimisation results against the target platform.

4.
Client interview

Client reviews shortlisted candidates with portfolio and technical notes provided. Interviews are scheduled at the client's preferred cadence.

5.
Onboarding and NDA

Engagement terms, deliverable schedule, and communication setup are agreed. NDA and IP transfer are signed before any access to art repositories or engine projects.

6.
Production start

Tech artists join the client's sprint cadence with weekly deliverables, shader reviews, and milestone profiling against the agreed performance budget.

Typical time from brief to first deliverables is 1 to 2 weeks.

Tech artist engagement deliverables

Tech artist deliverables overview

Game-Ace tech artist engagements close with tech art source files including shaders, custom tooling, and pipeline documentation committed to the client's repository, with full handover notes for in-house team continuation.

  1. Shader source files. Production shaders in Unity Shader Graph, HLSL, or Unreal Material Editor format with documentation for the in-house art team.
  2. Lookdev passes and material libraries. Reference scenes, material libraries, and lookdev documentation for art direction consistency.
  3. Pipeline tools and editor scripts. Custom editor tools, import scripts, and validation utilities with source and usage documentation.
  4. Optimisation reports. Profiling output, draw call analysis, and LOD chain documentation with regression baselines for future work.
  5. Rigging and setup files. Character and prop rigs, IK setups, and animation runtime preparation files.
  6. Post-engagement support window. Agreed support period for tooling fixes and shader issues that surface after handover.

Here We Showcase our Portfolio

  • Explore our portfolio to see the diverse projects brought to life by our tech artists. Each piece showcases our commitment to quality and innovation. We invite you to browse through our work and envision what our expertise can bring to your project. Discover the potential for collaboration today.
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Game сompanies that trust us 

Words from our clients 

Stuart lewis smith avatar
Stuart Lewis-Smith Senior Vice President at GSN Games

GSN Games is one of the global leaders in mobile social casino games.

Program-Ace and GSN Games have been working closely together on the development of several online games.

Alexandre martel avatar
Alexandre Martel 3Mind Games, CEO

Game-Ace’s support was integral to the success of this project. Without them, the client wouldn’t have been able to complete the work on time.

They were responsive and their work was high quality – the client rarely had to share constructive criticism.

Ralf baumann avatar
Ralf Baumann WHOW Games GmbH, COOv

Game-Ace has successfully integrated with the in-house development team and has earned more responsibility as the engagement has prospered.

By quickly adapting to a sophisticated technology stack, they have helped to increase product quality and reduce an extensive task backlog.

Hire tech artists FAQ

Mid-level tech artist rates start from €3,500/month. Senior tech artists with shipped console or PC production credits usually fall in the €5,500 to €7,500/month range. Full lookdev and tooling pods are quoted per scope and engine.

Tech artists work in Unity and Unreal Engine. Unity coverage includes Shader Graph, HLSL custom passes, URP and HDRP authoring, and ShaderLab. Unreal coverage includes Material Editor, HLSL custom nodes, Niagara, and the Material Function library. Engine choice is driven by the project requirements rather than vendor capability.

Tech artists work inside the client's Git, Jira, and review pipeline from day one. Shader and tooling output is reviewed by the in-house art lead at agreed checkpoints. Documentation is produced for every tool and shader so the in-house team continues to use the work after the engagement ends.

Typically, optimisation passes target the documented performance budget for the project. Common deliverables include:
  • Polygon budget review and topology cleanup for characters and props.
  • Texture set rebuild for memory and bandwidth budgets.
  • Draw call analysis and material consolidation.
  • LOD chain authoring with target distance ranges.
Each pass is validated on the target device matrix and regression baselines are recorded.

Editor tools, import scripts, and validation utilities are a standard part of tech artist work. The scope of tooling is agreed during onboarding based on the gaps the in-house art team has identified. Source code and usage documentation transfer to the client at the end of the engagement.

Shaders are profiled on the target device matrix before integration. We capture frame time, fill rate, and memory cost for each shader and compare against the budget agreed for the platform. Integration review with the client tech lead is the final step before merge.

Shader source, editor tools, rigs, documentation, and profiling reports produced during the engagement transfer to the client at handover. NDA and IP transfer are signed before any review of art assets, and no material is retained by Game-Ace afterward.
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