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Kantrip
ArtLondon · In personFull-time

Technical Artist

Own how Kantrip games look and feel: the UI templates, the visual systems, the particles and recipes every game is built from, and the AI pipelines that generate the art.

The role

You're as at home in VS Code as in Photoshop. You can design a game, build its UI, and then turn what you made into a system an agent can reuse. Most of the job is that second step: every visual decision you make becomes a template, a recipe or a pipeline, and the bar is that a generated game doesn't look generated.

You own the base UI templates and the game surface visual systems, you own the particles and recipes systems, and you share ownership of the visual AI pipelines, asset generation included. We make our own games too, so the work includes design and art on titles we ship ourselves. You work with the founder and the founding engineers on engine and platform.

What you'll do
  • Own the base UI templates: the component kit and screen patterns every Kantrip game starts from.
  • Own the game surface templates and visual systems: backgrounds, boards, HUDs, transitions.
  • Own the particles and recipes systems: build new capabilities, improve existing ones, and write a large library of examples.
  • Share ownership of the visual AI pipelines, including asset generation: sprites, textures and UI art produced from a style direction.
  • Do design, art and polish on our first-party titles.
What we're looking for
  • Your portfolio decides this application: game UI, motion and polish.
  • You write TypeScript, or can get there fast, and you build your own UI.
  • You've shipped game visuals on mobile, web or console, and you can describe game feel in curves, timing and easing.
  • You've built reusable visual systems: component kits, templates or style guides that shipped in more than one product.
  • You use AI tools daily for both code and art.
  • Based in (or willing to relocate to) London. We work in person, five days a week, from our office in Bloomsbury.
Bonus
  • Particle systems, shader work (WGSL/GLSL), or VFX in any engine.
  • Generative asset pipelines: image models, upscaling, style consistency at scale.
  • A game you designed and built yourself, however small.
  • A motion design or animation background.
Think this is you?Send an emailor email careers@kantrip.dev

How we hire

We keep it short, we pay for your time, and you know the bar at every stage.

01 · Intro call
30 minutes. What we are building, what you have built, and whether to keep going. Either side can stop here.
02 · Technical walkthrough
60 minutes. You walk us through the best thing you've built: your code, your screen.
03 · Paid exercise
£250 flat, 2 to 4 hours, done in your own time within a week. AI tools allowed and expected: that's how we build. The pass criteria are stated upfront. Followed by a 30-minute debrief on how you approached it.
04 · Coffee
In person in London, plus references. Then we decide.

End to end in about two weeks.