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 office I love rock climbing and mountaineering.
Head of Talent
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!
As a game designer at Improbable I’m able to help shape and build our creative projects. 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 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 science 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.
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.
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 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.
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.
James Vincent Marshall
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.
Head of Engineering
At Improbable I lead our world-class engineering teams and am ultimately responsible for delivering our technology to our customers. I keep our engineers happy and productive, and strive to make Improbable an awesome place to work!
Previously I spent 8 years in the site reliability engineering team at Google where I established and led SRE teams responsible for Hangouts, AppEngine and Compute Engine. Power ballads are my music of choice!
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.
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.
I studied physics at King’s College London and biomedical engineering at UCL, and now help with the operations at Improbable. My backup life plan has always been to join the circus, so when I’m not at work I can be found practising tricks on a flying trapeze or unicycle.
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!
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.
User Experience Lead
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.
I work in the Core Architecture team, helping build our massively distributed simulation tech. Before coming to Improbable I spent four years at Google both in SWE and SRE roles; before that I ran a game development studio for nine years, and taught Computer Graphics at the university where I got my CS degree. I spend my free time either writing (from a novel and several screenplays to a textbook and some technical articles), watching movies, going to the gym or travelling.
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!
I started programming computers when I was 6, did a bachelors at Cambridge, worked at Google for a couple of years and am just finishing up a PhD at Oxford in formal verification. Now I’m helping build the core fabric that our simulations run on. When I’m not building improbable worlds, I’m big into rock climbing, stomping bass drops and Sega bass fishing. Rank in!
My core responsibilities at Improbable is to implement audio functionality within the Improbable tech as well as support teams with best practices and implementation support. Having spent the last 15 years in game development I have a wide variety of knowledge in the area. Beside developing games I have a big passion for music and travel the world as a DJ and have managed to rack up over 150 releases over the last 10 years as well as run my own very successful record label.
After finishing my Ph.D. at Cambridge in programming languages and formal verification, I worked on optimising network performance for virtual machines, and improving the core technology and tooling at a leading hedge fund. At Improbable, I work in the architecture team, building our platform for simulating worlds of unprecedented scale. Whenever I take a break, I love exploring our own improbable world, especially on a snowboard.
Head of Defence and Public Policy
I joined Improbable to build a British technology company that will transform government and public decision-making on a global scale. After researching for a PhD at Cambridge I held roles in the UK Ministry of Defence and Foreign & Commonwealth Office, serving at home and abroad. But people matter more to me than paperwork: I’m motivated by enabling policy choices that improve people’s lives, security, and collective resilience. In my spare time I try to maintain an academic career, coach boxing, and look for my missing dog.
Outsource Art Manager
As outsource art manager my main responsibility is creating art with external development partners and building long term relationships. This usually includes managing artists, giving feedback/direction, generating art contributions of my own and helping to define production pipelines. I’ve worked on various titles such as Fable 3, Fifa 12/13, Ryse, Homefront 2 and Hunt. When not working I often enjoy football, boxing, live music, climbing and creating music.