Our blend of Engineers, Artists and minds all stem from the best institutions and organisations from across the globe. Together our team brings together solutions to problems in areas such as distributed systems, simulation and Artificial Intelligence which we are using to build new online experiences.
I'm the CEO and founder of Improbable. I hold a computer science degree from Cambridge and have a particular interest in distributed systems and rendering. I absolutely love games of all kinds. Ranging from ancient RPGs to modern FPSs.
As CTO I am responsible for maintaining the technical vision of our products, but day to day I find myself anywhere from programming in the architecture team to being tea boy. I studied Computer Science at Cambridge and when I'm not reading up on the latest news in distributed systems I'm bolting around country lanes on my road bike!
I look after the day to day operations of the company as well as planning longer term strategy. I studied physics at Oxford and came to Improbable from management consultancy. Away from the the office I love rock climbing and mountaineering.
Hey there. I’m Aaron and I’m responsible for shaping strategic growth by attracting world-class talent. I have a rich history of scaling technology businesses across Europe & America and I’ve enjoyed every minute of it. I mostly love disruptive technology, gaming, sports, music and London life!
I take on a wide range of tasks from in house PR and external outreach to getting my hands dirty with some game design. I studied physics and philosophy, before doing an MPhil in philosophy at Cambridge looking at ethical issues in online worlds. In my spare time I love playing music, playing games and staking my claim as "best Warlock EU".
I am Studio Head at Improbable, which means I deal with the production and management here, specifically focused on the game side as well as some of the general development of the business. Previously I was GM of Games at Crytek, and before that worked at EA and Eidos. Having been working in Germany for 5 years, now I am back in the UK, my sarcasm is out of control, and I am happy I dont have to laugh at the end of my jokes so that people know that I am joking :-), and yes I do see the irony of the smiley.
I head up the Feature development team at Improbable. I studied computer science at Imperial College London and joined Improbable from Goldman Sachs. I was once in a hugathon where I gave hugs to over 500 people! Would you like a hug?
I oversee the architectural teams at Improbable. After graduating from Imperial College, I went into the finance industry before joining improbable. It did not take me long to discover I preferred dealing with guns and armour than stocks and shares.
I am a software developer and the scrum master of the architecture team. I joined Improbable at its very early stage, right after graduating from Cambridge with a Computer Science degree. I enjoy documenting the rapid growth of Improbable with my cameras when I'm not coding.
I work in the Architecture team, solving some very interesting problems in distributed systems. I studied computer science at Cambridge and completed a masters at Imperial College London.
At Improbable I work on the architecture team. I completed my PhD in computer sceince at Cambridge. My favourite topics over a beer include programming principles, tools, and software engineering practices in general.
I currently work in the feature team bridging the gap between architecture and art. I love the opportunity it gives me to use my background in maths and computer science in tangible ways - a combination of research and creation that is pretty hard to find.
I work in the architecture team focusing on creating tools for feature users as well as the core architecture. I came to Improbable after graduating from computer science in Cambridge, I finished the graduate program here and stayed full time. In my free time I like practising freestyle slalom and playing badminton.
I'm currently a software developer in the architecture team. I started as a Summer intern but realised I had to stay on. Currently taking a year out of my Computer Science degree at Cambridge. I enjoy making and playing games and always try to have crazy side projects on the go. .
During the day I am responsible for heading up the art at the company, and getting to make cool looking stuff with a bunch of super talented folks. I come from a background in Architecture and then mostly Games. And when I'm not at work making cool looking stuff with my friends and colleagues, then I tend to do the same at home by continuing to try and hone my art skills by designing and illustrating a series of spaces and places that I hope to publish one day.
An average day may see me concepting characters, costumes, props and weapons, I might storyboard a cinematic sequence or an in game level design. Essentially: problem solve and explore ideas via a drawing or a render. Following graduation in Film studies I decided to pursue my first passion and was lucky enough to became a comic artist. After a few years drawing Judge Dredd I was lured into the world of game development. When not drawing for games I draw for myself; one day I hope to improve!.
I am the Animation Director at Improbable so I'm responsible for the way everything moves on screen. I have been making games for over 12 years working at a number of companies, the most high profile being Lionhead Studios where I oversaw the animation on Fable 2, 3 and Legends. I have a wonderful family and in any spare time I get I play a lot of games, animate and stay as creative as possible.
I'm a lead designer who has worked in the games industry for over 14 years in a variety of different roles, working with some incredibly talented people to create triple-A titles such as Black & White 2, Fable 2 & 3 and Fable Legends. More recently, I led the creative direction and design of 'Death Inc', an Indie title created with a team of 11 developers from concept through to playable alpha within 3 months.
I work with a small team to help produce and push the visual style and game play of our new IP as much as possible. I studied Creative Digital Media at Teesside University and came to Improbable after working as a freelance character artist. I love studying human anatomy and on weekends I go rock climbing with friends.
I oversee and direct all processes for fully rigging meshes and creating game ready animation cycles. Initially a multimedia designer I branched into animation and attained a degree in computer games animation at Teesside University - specialising in motion analysis and synthesis. I have always had a secret love for the physics of reality, especially the computational nature of the universe
I am a senior concept artist and GUI designer, who also dabbles in a bit of VFX when needed. I have a MDes Degree in Transport Design, and before moving to Improbable have worked as a concept artist in the film industry. Fun fact: I was one of the joint winners of the New Bus For London design challenge (beaten by 'Aston Martin' and 'Foster & Partners') and have over 3million views on my YouTube channel.
We operate a flat structure where logic always prevails, regardless of seniority, experience and age. We value voice and perspective; it’s always heard. We have a ‘don’t just tell me, show me’ attitude that values prototyping and experimentation.
Every person here is hands on. We don’t hire middle managers or small roles. People have the freedom to contribute across multiple areas of the business and take autonomy on projects where their talent could shine.
We focus on exceptional quality in everything we do and allow freedom in order to get us there. We’re not afraid to be original, nor are we afraid to take the time to get it right. Precision matters to us, but so does the journey.
It might sound cliché, but we genuinely prioritise the wellbeing and happiness of our people above everything else. We believe when our people are happy, they produce their greatest creations.
We believe in using tooling, testing and automation to accomplish more with less manpower. Our aim isn’t just to make better products, but to make them in a more efficient and rational way.
Everything we create directly impacts both our own products and those of external Developers. The products we are creating will involve large systems with a huge number of users.
Improbable offers an environment in which the most talented individuals can explore and develop ideas freely. We have an innovative company structure that celebrates and elevates individuals whose skills exceed the usual parameters of their chosen discipline.
We are currently hiring for a variety of artistic and technical roles.
Note - We do not accept speculative/unsolicited CV’s from recruitment agencies