Experimental Technology.

New kinds of online games.

We want to enable new experiences in gaming.
To remove existing constraints we solve technical problems with implications beyond games.

Learn More

Improbable is a hybrid art and engineering culture where novel technology, creativity and product development feed and inspire each other.

Our Team

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.

  • all
  • engineering
  • strategy
  • design
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Herman Narula
CEO

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.

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Rob Whitehead
CTO

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!

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Patrick Timoney
Strategist

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 office I love rock climbing and mountaineering.

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Aaron Neale
Head of Talent

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!

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Gianni Howard-Hole
Community Manager

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".

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Nick Button-Brown
Studio Head

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 I 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 don’t 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.

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Paul Thomas
Software Engineer

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?

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Peter Lipka
Software Engineer

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.

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Jim Tang
Software Engineer

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.

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Dima Kislov
Software Engineer

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.

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Matej Urbas
Software Engineer

At Improbable I work on the architecture team. I completed my PhD in computer science at Cambridge. My favourite topics over a beer include programming principles, tools, and software engineering practices in general.

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Chris Nicholls
Software Engineer

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.

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Yifan Zhao
Software Engineer

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.

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Adam Iley
Software Engineer

My father is a shepherd and programs dogs for a living. I program anything that will run code including graphical calculators, z80s and sometimes even carefully arranged dominos. I'm also prepared to deprogram members of the cult of Apple...

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Rikard Anglerud
Software Engineer

I used to wrangle big data for News UK and was a site reliability engineer at Google. I now work on making our architecture deploy and run at the scale it will require. In my spare time, I write whatever fun software captures my imagination, build new things, play with microcontrollers and tend to the whims of tasty fermenting microbes... all whilst wearing a top hat.

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Rashad Redic
Software Engineer

I’m an American bloke learning the London way, an artist and a designer. I have over a decade of experience with credits including The Elder Scrolls V: Skyrim, Fallout 3 and Crysis 3. The harmony of art and design is important in my work, and I’m a consummate world builder who loves creating new places for people to explore and experience. If you like science fiction and cyberpunk, you and I will get along great. When I’m not doing art, I spend my time pretending to be an audiophile and a writer.

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Callum Lawson
Software Engineer

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 have crazy side projects on the go.

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Marcus Stade
Software Engineer

I started my programming career in graphics, but when I found my tools lacking I learned how to make my own. Soon thereafter I realised I'm a much better programmer than artist and have since developed anything from ray tracers to banking platforms. Before joining Improbable, I spent my time at UBS Investment Bank, focusing on analytics and developer tooling. When I'm not programming, you'll probably find me enjoying music or a good book in one of London's many fine establishments.

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Rob Watkins
Art Director

During the day I am responsible for heading up the art at the company, and get to make cool looking stuff with a bunch of super talented folks. I come from a background in architecture and then mostly games. When I'm not at work making cool looking stuff with my friends and colleagues, 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.

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Calum Watt
Concept Artist

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 become 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!

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Si Jaques
Animation Director

I am the Animation Director at Improbable and have been working as an animator for the last 20 years. I started my career as a traditional 2D drawn animator and then moved into games where I spent the majority of my career working on the Fable games at Lionhead Studios.

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Mike Green
Designer

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.

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Gennaro Grazioso
Concept Artist

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.

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James Vincent Marshall
Animator

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.

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Jamie Martin
Concept Artist

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.

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Adrien Amsellem
Talent

My most recent experience was working with Aaron, scaling start-up engineering teams across the world. Nowadays I take pride in contributing to Improbable’s growth by attracting the best computer scientists in the world and handling strategic side projects. During my spare time I enjoy all types of sports, playing games and spending time in France!

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Sean Fanning
Talent

Having worked successfully with Improbable as an external recruiter, I changed tack to join full-time to continue to build the engineering and game teams but also to work on more long-term strategic analysis and intelligence projects. While studying history & politics at Durham University I was involved in a number of sports teams and I continue to play rugby, football and cricket regularly to varying degrees of success.

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Sam Kalnins
Head of Infrastructure

At Improbable I lead the infrastructure team and together we're responsible for turning our software into a fast, scalable and reliable production system. Previously I spent 8 years in the site reliability engineering team at Google where I established and lead SRE teams responsible for Hangouts, AppEngine and Compute Engine. Power ballads are my music of choice!

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Mat Davies
Infrastructure Engineer

At Improbable, I'm an Infrastructure Engineer. Outside of work I play various pen and paper role playing games in a variety of systems. I'm also a long time MMO player who is finally enjoying seeing the development of computer games from the inside.

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Jared Hefty
Software Engineer

I spend my time worrying about the user experience of our tools and products, as well as dispensing nuggets of wisdom from my time in the games industry. When I'm not re-tweeting terrible jokes or interesting tech. articles, I can be found socialising at one pub or another.

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Andy King
Talent

I joined Improbable to help hire the best from all industries that will complement the work we are doing at Improbable. I have been working in technical recruitment for the last seven years, of which the last two were at Google focused on hiring Software and Site Reliability Engineers. I’m half Mexican and half English and an avid rugby player!

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Emily Krimholtz
Operations Assistant

I studied physics at King's College London and biomedical engineering at UCL, and now help with the operations at Improbable. When I'm not at work I like learning circus skills such as flying trapeze and unicycling.

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Kajfa Tam
Technical Art Director

My family is a big part of my life; it's challenging, fun and above all rewarding. Having a one year old toddler running around at home, my work is my spare time. At work my responsibility is to ease the content creation pipeline, setting the vision for our content tools and building up a tech art team here at Improbable. As a father and technical art director, my focus is making sure you have the tools and pipeline to overcome the unforeseen challenges in life to achieve your creative ambitions and set you up for success!

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Joss Moore
Software Engineer

I work with our talented artists to explore new horizons in gameplay, enabled by our technology. I gained a master's degree in physics from Oxford then spent 10 years at Lionhead, helping to shape the Fable series from the original Xbox title through Fables 2 and 3. Following this I had stints in a start-up and as a contractor before joining Improbable. When not working, I enjoy live music, live football and just simply being alive.

Our Culture

Logic Wins

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.

Sleeves up

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.

Craftmanship

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.

We love people

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.

Work smart

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.

Impact

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.

News

We are hiring.

Join our team

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.

See the latest openings.

Contact us:

Note - We do not accept speculative/unsolicited CV’s from recruitment agencies