We make games look the way they're meant to feel.
The industry has changed. Core internal teams are leaner, productions are more focused, and the pressure to hit visual and performance targets hasn't eased. It's increased. The smartest studios aren't hiring specialists. They're partnering with them.





Clients Relationships Are Confidential.



An open-world survival adventure set where the sun never sets. Studio Gloam was engaged ahead of the public demo launch to address critical lighting and performance issues across interior and exterior environments.
Interior spaces were overlit and lacking atmosphere. The Ultra Dynamic Sky implementation was creating visual inconsistencies and performance overhead ahead of a hard demo deadline.
The industry has a shortage of lighting artists. We decided to bring them together under one roof, pairing them directly with other world-class specialists in tech art and materials, the perfect blend of art and tech.
Light and matter. The look of a world, and the craft that makes it read.
The engineering behind the image, and the performance to match.
A Gloam specialist embeds directly into your team: your tools, your cadence, your pipeline. Right for targeted capacity, crunch support, or specialist cover when an internal hire isn't viable.
We take ownership of a defined scope: lighting pipeline, tech art systems, a specific environment or visual feature. We evaluate, lead, deliver, and leave your team stronger for having worked with us.
Your care, dedication, and support have made a meaningful difference, and I truly appreciate the partnership we've built.
We do right by the work and the client, even when no one is watching.
We do right by the work and the client, even when no one is watching.
An obsession with the detail that separates good from unforgettable.
An obsession with the detail that separates good from unforgettable.
The instinct to keep questioning, learning, and pushing the work further.
The instinct to keep questioning, learning, and pushing the work further.
We move as one with our partners · shared risk, shared craft, shared credit.
We move as one with our partners · shared risk, shared craft, shared credit.
We are a distributed team, spread across Malmö, Edinburgh and Brighton, for access to some of the greatest talent in the games industry.







Don't see your role listed? We're always interested in hearing from senior lighting artists, technical artists, and graphics engineers. Reach out directly →
Specialist capability, exactly when you need it, without the overhead of a full-time hire, the risk of a redundancy cycle, or the loss of knowledge when a project winds down.