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1oh1Designs launches as UK art outsourcing collective built by AAA veterans

Summary
Supermassive Games veteran Russ Tyler has launched 1oh1Designs, a fully remote UK-based art outsourcing and co-dev collective of ~12 freelance artists
The collective includes Ade Cottrell, a 16-year industry veteran with credits on Forza Horizon, NFS Unbound, Predecessor, and Fall Guys
Core specialization is UI/UX art with Unreal Engine in-engine implementation — a niche that most larger outsourcers do not feature prominently
The studio operates as a freelance collective model — low overhead, flexible capacity, but limited scale — with only 2 official LinkedIn employees and 81 followers
The launch is representative of a broader post-2023 UK layoff cycle pattern where displaced AAA talent reorganizes into boutique collectives rather than seeking re-employment
"I wanted to start 1oh1Designs so I can continue to work with the most amazing people to support each other, support the needs of clients and their projects"
— Russ Tyler, Founder
01

What 1oh1Designs is — founding team and service scope

1oh1Designs is a fully remote, independent outsourcing studio serving games, film, TV, and advertising clients
Founded in December 2025 by Russ Tyler after 5+ years as Lead UI Artist at Supermassive Games (The Dark Pictures Anthology, The Casting of Frank Stone)
Tyler freelanced under the "1oh1design" brand for 11 months before formalizing the collective — a gradual client-building approach before public launch
The collective comprises ~12 freelance artists, not full-time employees — a lean model with no disclosed office or production infrastructure
Key team member Ade Cottrell brings 16 years of credits including Forza Horizon (Playground Games), NFS Unbound (Criterion/EA), Predecessor (Omeda Studios), and Fall Guys (via The Multiplayer Group)
Cottrell also runs his own parallel freelance brand, GIGAPHANTOM, with UK indie clients — signaling the collective's members maintain independent revenue streams
02

Service portfolio — where UI/UX implementation is the real differentiator

Services span three tiers: Create (2D assets, concepts, marketing art — up to 2 weeks), Contribute (world building, 3D, UI creation & implementation — 3-6 months), and Collaborate (pitch-to-publish co-dev partnership — 8-12 weeks)
The core differentiator is UI/UX art with Unreal Engine widget implementation — both Tyler and Cottrell have confirmed in-engine implementation experience, not just design mockups
Cottrell's recent work includes monetization UI for Predecessor's Loot Cores and Opal Store — a high-demand capability for F2P publishers
Accessibility is a listed top skill for Cottrell — aligning with growing regulatory and platform requirements
No evidence of backend engineering, QA, trailer, or full production management capabilities — this is an embedded art team, not a full-cycle co-dev partner
03

Market signal — what the "collective model" tells us about UK outsourcing

Tyler's trajectory — AAA Lead → two cancelled projects (Supermassive + Sharkmob MMO) → freelance → studio founder — is representative of the post-2023 UK layoff cycle
The "collective" model (freelancers united under a brand, not employees) is an emerging competitive pattern in UK game services: low overhead, flexible capacity, but limited scale and reliability guarantees
With only 2 LinkedIn employees and 81 company followers, this is a micro-scale entity — suitable for small-to-medium briefs, not volume production
One collective member (Reeve Schuetzenhofer, Concept Artist) is flagged as "Open to Work" on LinkedIn — suggesting the studio may not yet have enough client work to fully book all members
The anti-generative-AI stance from the founder and emphasis on human creativity could resonate with certain client segments looking for hand-crafted art quality
04

Network and competitive context

Tyler's Supermassive Games alumni network is actively supporting the launch — current Supermassive employee Isis Sousa publicly endorsed the studio
Cottrell previously worked at The Multiplayer Group (MPG), itself a UK co-dev/outsourcing studio — deeply understands vendor-side pipelines
Both founders have worked within outsourcing and co-dev workflows at prior studios (Supermassive uses external partners; Frank Stone was co-developed with Behaviour Interactive)
UK art outsourcing competitors include Athena Productions (Tyler's former associate), The Multiplayer Group, Plan A Collective, K9 Digital, and d3t — plus enterprise players like Keywords Studios and Room 8 Group
Cottrell's GIGAPHANTOM clients (Fuse Games, Imaginary Hazard Studios, Synaworx Studios) represent the small/mid UK studio segment that 1oh1Designs will likely target
05

What to watch next

Track whether 1oh1Designs scales beyond the initial 12-person collective — growth past 15-20 people would indicate genuine commercial traction
Monitor for named client announcements and portfolio case studies — currently no confirmed paid studio-level client work is public
The collective model's viability depends on whether they can win recurring embedded team engagements rather than one-off project briefs
If the UK outsourcing market continues to fragment into boutique collectives, this could create both partnership opportunities and competitive pressure for established service providers
Events
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Games
Locations
United Kingdom

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