Create the games that made you fall in love with games

Show us what the future of multiplayer games looks like. You bring the skills, ideas and ambition, we'll give you the tools, support and technology you need to create the best work of your career in a culture that lives and breathes multiplayer development.

Build games with big ambitions

Improbable exists to expand the possibilities of games and virtual worlds. To push limits. To aim for – and achieve – the impossible. It’s an ethos that unites and drives our three game studios, Midwinter Entertainment in North America, Improbable Games Canada and Improbable Games UK, each led by industry veterans behind some of the most innovative titles of the last decade.

Each studio leverages the unique potential of our multiplayer networking engine and hosting technologies as well as our specialist engineering services to build bigger, richer, more absorbing worlds. As such, our studios require people with the skills, curiosity and drive to create these new experiences.

“The evolution of how people consume games is expanding what it means to be a games developer. It’s not just a game any more, it really is about building an experience.” John Wasilczyk, Vice President, Improbable Games London

Midwinter Entertainment

Midwinter Entertainment is led by Josh Holmes, former Creative Director and Studio Head at 343 Industries, where he delivered the acclaimed hits Halo 4 and Halo 5.

Acquired by Improbable in 2019, Midwinter Entertainment are using our networking engine and game server hosting to create Scavengers, an ambitious multiplayer PvPvE survival shooter.

Visit Midwinter Entertainment

Bring our games to the players

When one of our studios develops a game, we’re responsible for introducing the title to players and new audiences. Publishing connects games with players. So it’s vital that we understand the nuances of players’ relationships with games.

For every title our studios create, we orchestrate a mix of marketing operations, press relations, player communications, playtest events and customer services, as well as innovating ways to introduce our games to new audiences.

“Publishing is all about understanding the players. We speak directly to players, so we have to understand how they think about our games, and evolve our communication along with our titles.” Chris Enock, Head of Publishing

Shape the multiplayer experience

If you thrive in fast-moving environments, relish solving problems and want to enhance how games are played, you might just love LiveOps.

When one of our internal studios launches a game, we take responsibility for improving the game experience. Through technical troubleshooting, player engagement and astute engineering, we drive better gameplay and fulfil the potential of our multiplayer products.

“We want tenacity, grit, a natural desire to craft order from chaos. Firefighters who don’t just put out the house fire – they can rebuild the house so it won’t burn down again.” Eric Matteson, VP Technology, Game Studios

Discover your Improbable

Be part of our journey. Find your future role and see what life’s like at Improbable.