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.
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’m responsible for strategically shaping the Improbable culture to ensure we attract and retain world-class talent. I act as an enabler for our brilliant people and influence organisational development. I have a rich history of scaling technology businesses across the world and I’ve enjoyed every minute of it. I’m infatuated with the ambition of our business, but occasionally find time to enjoy 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 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.
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 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.
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...
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.
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.
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.
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.
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.
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!
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 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.
Having graduated in Law, I joined Goldman Sachs where I ran and launched an innovative electronic risk-trading platform for synthetic products. I subsequently co-founded a Mobile Payments start-up before eventually joining the investment team at a VC fund. At Improbable, I am part of the strategy team continuously looking for expansion opportunities. When I don't work I like to travel the world and pursue different sports. I am also on the Alumni Board of an independent charity.
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.
At Improbable, I'm a software engineer creating awesome games. I earned my bachelor's and master's in Computer Science at MIT, and spent two years as a gameplay programmer in the US. I recently moved to London, and am enjoying exploring a new city! When I'm not programming at work and home, I'm usually hanging out with my adorable dog Tolstoy.
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!
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.
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!
I came to programming through my Physics degree and the need to simulate statistical systems in order to experiment. Some time after that I was building web based games and before I knew it I was working at an investment bank on an ambitious trading platform. Recently at improbable, I have been working on our approach to distributed physics.
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.
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!
I’m currently the Technical Lead for the Games team, where I help stretch the technology that other
teams produce here at Improbable.
I've spent my career working with distributed systems and have worked at several games companies building MMOs, including Second Life. In recent years, I have worked in the finance industry developing trading platforms.
Most of my spare time is taken up with family life. When I get chance, I like to build and tinker with things from microcontrollers to quadcopters.
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!
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.
Aloha! I'm Seb, an Engineer here at Improbable. I really love the codez and building great products that have an impact on people. I am usually overexcited about most things and can usually be seen chatting to people about very important topics (like cheese maturing). I came to Improbable after running my own startup, and a tasty stint in banking. aoeu.
At Improbable I bridge the gap between code and art. Complex art assets often require artists and animators to be very technical; my goal is to let them focus on their artistic skills whilst I automate many of the technical steps they would have to do manually. For that purpose I work on pipeline and tools and help out where I can. I worked in mechanical engineering and studied multimedia art in Salzburg. When I am not scripting python, you can find me hanging out with friends and enjoying the busy city life of London.
As the User Experience Lead I work across product owners to articulate the overall customer vision, which usually means translating the future of technology into something anyone could understand and use. Before life at Improbable I led a large UX team at J.P. Morgan, consulted for UBS and worked in a number of industries creating differentiating B2B and B2C experiences. When I'm not designing a new experience I enjoy good food, good company, and taking the occasional photo.
At Improbable, I work in the sweet spot between Software Engineering and Business Development. During my masters, PhD and post-doc at Cambridge University I worked on the theoretical underpinnings of concurrent and distributed systems and it's great fun to deal with such systems now in production. I'm slightly obsessed with skiing, but living in England ensures that I don't indulge in that hobby too often. Other than that I love spending time with my family, long-distance running and drinking too much coffee.
At Improbable my responsibility is to bridge the gap between our fabric’s back-end software and our infrastructure, making sure both work together to facilitate the reliability and unprecedented scalability our game developers are after. Previously I spent 3 years at Google as an SRE Software Engineer, delivering scalability solutions for Hangouts and leading a reliability team responsible for Compute Engine. Whenever I take a break from scaling improbable things I enjoy travelling, and I'm anxiously awaiting the next ski season!
We operate a structure where logic always prevails. 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