
As a general rule, charming and capable people of all sorts are encouraged to email us.

Physics + Gameplay Programmer
- Excited about creating novel physics for gameplay. Especially the sorts of things that splatter, ooze, jiggle or burst. Our goal is to create worlds people have never seen before and new kinds of physics-based gameplay is a key part of that vision.
- Interested in making lots of quick and dirty physics prototypes. You'll work with design to build out rough concepts so we can figure out (a) how much fun it's going to be, and (b) whether we can actually finish it in a reasonable timeframe.
- Know how to cheat. We're a small company so we're never going to be able to create all the bizarre, high-fidelity physics scenarios we've got in our heads. So we need a clever physics programmer who can figure out an elegant hack that gets us most of the way there.
- Comfortable with fluid dynamics. Or at least confident that you can get up to speed quickly.
- Familiar with PhysX or Havok. For basic rigid body physics we'll be using an off the shelf engine. Your job is to coax it into doing strange and wonderful things it may never have been intended for.
- Ideally you're someone who reads Siggraph papers (and implements them) for fun. With a sense of what's on the cutting edge of physics simulations. And even better, what WAS on the cutting edge 5 years ago that we can finally do in real time. Stuff like this, or this, or this.
- A bit of game development experience outside of physics, since you'll also be pitching in on other systems. If you've got experience (or at least an interest) in gameplay code, tools, build systems, or any other core systems, that's a good thing.