At a Glance
- Tasks: Design stunning game visuals and UI, creating engaging experiences across platforms.
- Company: Join a pioneering gaming studio with a vibrant culture and a four-day work week.
- Benefits: Enjoy competitive pay, private healthcare, and a £500 holiday bonus each year.
- Other info: Collaborative environment with opportunities for growth and fun team events.
- Why this job: Be the creative force behind exciting games and make your mark in the industry.
- Qualifications: Strong UI design portfolio and proficiency in Figma and Unity required.
The predicted salary is between 35000 - 45000 £ per year.
You will be the in-house designer responsible for the look, feel and motion of our digital game products - both in-game and UI, with occasional web and marketing asset work. You will own the visual design of game UI from concept to delivery, working closely with our developers to produce polished, on-brand experiences across mobile, tablet and TV.
In-Game Assets
- Design game assets for Unity titles
- Create UI assets production-ready for Unity's uGUI system: sprite sheets, atlases, UI components, and screen layouts
- Design stylised assets in line with game art direction, including toon/flat aesthetics consistent with FlatKit and similar rendering styles
- Produce assets that work across the Universal Render Pipeline (URP), including any overlay or focus effects
- QA your own work in Unity - verifying assets render correctly, checking layout at target resolutions, and flagging integration issues to the developer
- Collaborate with the Game Developer on shader-driven UI effects and stencil-based UI overlays where required
Flutter App UI Design
- Design screens, components and flows in Figma, ready for Flutter implementation
- Maintain and evolve app design systems - components, tokens, spacing, typography and colour
- Design for Android and iOS - respecting platform conventions while maintaining a consistent Big Potato visual identity
- Work with the Full Stack Developer to ensure Figma handoff is clean, annotated and implementation-ready
Motion & Animation
- Design and deliver motion for both Unity and Flutter surfaces: UI transitions, button states, loading sequences, celebration moments and FTUE flows
- Produce After Effects or Lottie animations for Flutter, and Unity Timeline-compatible animation briefs for game UI
- Bring energy and polish to key moments in the product - onboarding, game launch, win/lose states
Cross-Product Design Consistency
- Maintain visual coherence across all digital products
- Own and evolve the digital design system, ensuring reusable components are well-documented in Figma
- Work with the Head of Digital and PM to understand product goals and translate them into considered design solutions
Production & Delivery
- Deliver assets to spec and on time, adapting to sprint cycles and game launch schedules
- Reduce reliance on freelance design resource by being the reliable in-house owner of design output
- Use AI design tools to increase throughput without compromising quality
- Maximise asset efficiency to ensure builds are as snappy as can be.
What success looks like
- Freelance design dependency is materially reduced within six months
- Game UI assets are delivered to Unity spec with minimal rework from the developer
- Motion design is a consistent, valued part of product releases - not an afterthought
- App design system is coherent, documented and used consistently
- Design is never the bottleneck in a sprint
- The team has a designer they trust to own work end-to-end within scope
We are committed to building a team that reflects a wide variety of backgrounds and perspectives, and we encourage applications from underrepresented groups.
Essential
- Strong UI design portfolio demonstrating work across mobile apps and/or games
- Proficiency in Figma - components, auto layout, variables/tokens, and developer handoff
- Experience designing UI assets for Unity (uGUI) - understanding of sprite atlases, canvas scaling, and asset export requirements
- Ability to QA your own work in Unity: verify renders, check resolutions, identify integration issues
- Motion design skills - you can independently deliver UI animations, transitions, and micro-interactions (After Effects, Lottie, or equivalent)
- Experience designing for both Android and iOS, respecting platform conventions
- Comfortable working within an established visual style and game art direction
- Organised, self-directed, and able to manage your own workload within sprint cycles
Desirable
- Experience designing stylised / toon UI - flat design aesthetics, bold outlines, expressive colour
- Familiarity with Unity's Universal Render Pipeline (URP) and how it affects UI asset requirements
- Experience with shader-driven UI effects (stencil buffers, focus/overlay, custom UI shaders)
- Flutter/Dart design system experience - understanding how Flutter renders components
- Unity Timeline familiarity - ability to brief or contribute to animation sequences
- Experience designing FTUE (First Time User Experience) and onboarding flows
- Exposure to WebGL UI - understanding of resolution constraints and browser rendering
- Experience at a games studio or on consumer entertainment products
- Familiarity with Lottie for cross-platform animation delivery
- Use of AI design tools to accelerate production
Working Style
We are looking for someone who:
- Takes ownership of their work and sees it through to a polished finish
- Is comfortable working across multiple products and surfaces simultaneously
- Collaborates closely with developers and understands technical constraints
- Has strong visual taste and can articulate design decisions clearly
- Is energised by games and understands what makes a digital play experience feel good
- Is excited about using AI to increase output without sacrificing craft
We are currently growing our digital team, so the process may take a little longer - but we will keep you updated throughout.
Annual Leave Entitlement (Full-time): 16 days, in addition to Bank and Public Holidays.
We work a four-day week (we were one of the first companies to implement this and we have never looked back).
Enrolment in the Employee Benefit Trust after 12 months (everyone owns a part of the Big Potato)
Free BUPA private healthcare.
Access to the Government Pension Scheme.
Each year you are entitled to a £500 bonus (pro rata) to put towards your holiday.
Free fruit, snacks, soft drinks, office wine & beers, tea & coffee.
Discounted gym
Free monthly yoga
Monthly paid socials.
Summer and Christmas Party
Free games.
Cycle to work scheme.
Free eye tests.
Technical Artist in London employer: Big Potato
Big Potato is an exceptional employer located in the vibrant area of Clerkenwell, offering a dynamic work culture that fosters creativity and collaboration. As a Product Manager, you'll benefit from opportunities for professional growth while working with passionate teams dedicated to delivering high-quality games. With a focus on innovation and a supportive environment, Big Potato ensures that every employee feels valued and empowered to make a meaningful impact.
StudySmarter Expert Advice🤫
We think this is how you could land Technical Artist in London
✨Tip Number 1
Get your portfolio ready! Make sure it showcases your best UI designs and animations. We want to see your skills in action, so include a variety of projects that highlight your experience with Unity and Figma.
✨Tip Number 2
Network like a pro! Reach out to other designers and developers in the industry. Join online communities or attend local meetups. You never know who might have a lead on a job or can give you insider tips!
✨Tip Number 3
Nail that interview! Prepare to discuss your design process and how you collaborate with developers. Be ready to showcase your understanding of game aesthetics and how you can bring energy to the user experience.
✨Tip Number 4
Apply through our website! It’s the best way to ensure your application gets seen by the right people. Plus, we love seeing candidates who are proactive about their job search!
We think you need these skills to ace Technical Artist in London
Some tips for your application 🫡
Show Off Your Portfolio:Make sure to include a strong UI design portfolio that showcases your work across mobile apps and games. We want to see your creativity and how you’ve tackled different design challenges!
Tailor Your Application:When applying, tailor your application to highlight your experience with Unity and Figma. Mention specific projects where you've designed UI assets or animations, as this will help us see how you fit into our team.
Be Clear and Concise:Keep your written application clear and to the point. We appreciate well-structured applications that make it easy for us to understand your skills and experiences without wading through unnecessary fluff.
Apply Through Our Website:Don’t forget to apply through our website! It’s the best way for us to receive your application and ensures you’re considered for the role. Plus, we love seeing applicants who take that extra step!
How to prepare for a job interview at Big Potato
✨Showcase Your Portfolio
Make sure to bring a well-organised portfolio that highlights your best UI and motion design work. Tailor it to showcase projects relevant to game design and mobile apps, as this will demonstrate your understanding of the role and the specific skills required.
✨Know Your Tools Inside Out
Familiarise yourself with Figma, Unity, and any other tools mentioned in the job description. Be ready to discuss how you've used these tools in past projects, especially focusing on asset creation and QA processes. This shows you can hit the ground running!
✨Prepare for Technical Questions
Expect questions about sprite atlases, canvas scaling, and shader-driven UI effects. Brush up on these topics and be prepared to explain your thought process when designing assets for different platforms like Android and iOS.
✨Demonstrate Collaboration Skills
Since the role involves working closely with developers, be ready to share examples of how you've successfully collaborated in the past. Highlight your ability to communicate design decisions clearly and how you’ve adapted to technical constraints in previous projects.