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Games Development and Production at Improbable

Improbable takes a hands-on approach to helping developers navigate the challenges of creating complex online games. Our talented Engineering and Production teams have diverse games industry backgrounds and are here to help customers create successful games with our tech.

We Make Games The Improbable Way

Improbable boasts extraordinary games industry talent from top studios like Blizzard, Bioware, Ubisoft and Rare. Our team has collectively worked on titles and series like World of Warcraft, Medal of Honor, Killzone, Assassin’s Creed, Halo and many more.

Our Games Talent


Bill Roper (Chief Creative Officer)

Previously VP at Blizzard North and Disney Interactive Studios, Bill has worked on the legendary Warcraft, Starcraft and Diablo series. He drives Improbable’s vision, working with game developers to explore the creative possibilities of SpatialOS.


Anurag Banerjee (Games Solution Engineering Lead)

At Ubisoft and Rocksteady, Anurag worked on a number of Assassin’s Creed games (most recently, Assassins Creed Origins) as well as on Batman: Arkham Origins. He now leads a team of highly-skilled engineers who work with studios to push the boundaries of SpatialOS.


Jennifer Harkness (Software Engineer)

Jennifer worked on the backend of Star Wars: The Old Republic at Bioware for five years. She now works in our Runtime team, solving complex, distributed-systems problems like entity state management, persistence and load-balancing.


Callum Brighting (Sales Engineer)

When he was at Traveller’s Tales, Callum worked on Lego: City Undercover, Lego: Marvel Super Heroes and Lego: The Lord of the Rings. Now he sits within our Business Development team, acting as the bridge between SpatialOS and developers.


Wayne Lu (Engineering Manager)

Wayne joined us from Nexon, Supercell and Nubee where he worked on Mabinogi Heroes, Vindictus, Japan Life and Hay Day. At Improbable, he works as an Engineering Manager, leading the Unity team who are building development kits for Unity developers on SpatialOS.


Jared Hefty (Software Engineer)

Ex-Splash Damage and Ritual Entertainment, Jared has worked on games like Enemy Territory: Quake Wars, Brink and Batman: Arkham Origins. At Improbable, he builds developer-friendly SpatialOS integrations with Unity, Unreal and other engines.


Interested in working as a developer at Improbable, but unsure of something? Check below for answers to common questions.

How do I apply for a job at Improbable?

If you’re interested in applying for a role at Improbable, you can find all of our current openings and descriptions of each department here.

How do I find out more information on games that are being built on SpatialOS?

Follow Improbable on Twitter or check out the Made with SpatialOS page to see some of the current games being built by studios on our tech.

Which of our teams do games industry hires tend to work in?

Games Engineers have the opportunity to work in multiple teams at Improbable, such as:


Production – within the Production team are our Game Solutions Engineers (GSEs). A GSE is an Engineer who understands the core concepts of SpatialOS and helps current partner studios build their games.


Engineering – our engineers are responsible for building the SpatialOS architecture, working on the development kits designed for Unity and Unreal developers, and more. We’re always looking for experienced engineers and programmers who have worked with Unity and Unreal to join the team.


Business Development – our Sales Engineers are Games Engineers by trade. This varied role includes building demo games, attending meetings with potential partner studios and helping prospective customers understand how to build a successful game on SpatialOS.