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We build worlds
players love

Fifteen years, four time zones, one obsession: games that feel great from the first minute and stay with you long after the credits.

Our story

From a five-desk loft to a 100-person studio

Tidebreak Games started in 2011 with five friends, one borrowed motion-capture rig and a stubborn belief: small teams with total ownership ship better games. Today our artists, engineers and designers work with publishers on five continents — but every project still gets a dedicated crew who treat it like their own IP.

We stay platform-agnostic and tool-flexible, so the game always picks the tech — never the other way round.

Tidebreak developers reviewing a build together indoors
15+years on the market
100+highly skilled specialists
75+games completed
30K+clients recommend us
How we work

Three rules we never break

Driven by curiosity

We only take projects we would play ourselves. That filter keeps every sprint honest and every milestone exciting.

A senior, collaborative crew

Senior-heavy crews, no hand-offs into the void. The people you meet on day one ship your game on day one hundred.

Players at the centre

Playtests start in week two, not month ten. Real player feedback shapes every system before it is set in stone.

Our core talent

Meet the leads

Portrait of Arlene Bell, Technical Artist Arlene BellTechnical Artist — shaders, pipelines and the magic between art and code.
Portrait of Matt Jones, Character Artist Matt JonesCharacter Artist — memorable heroes, villains and everything between.
Portrait of Robert Fox, Gameplay Engineer Robert FoxGameplay Engineer — combat feel, movement and systems that sing.
Portrait of Scott Dawes, Concept Artist Scott DawesConcept Artist — worlds, moods and styleframes that sell the vision.

Want to build games with us? We are hiring across art, code and design.

Join the Team