Driven by curiosity
We only take projects we would play ourselves. That filter keeps every sprint honest and every milestone exciting.
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Fifteen years, four time zones, one obsession: games that feel great from the first minute and stay with you long after the credits.
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.
We only take projects we would play ourselves. That filter keeps every sprint honest and every milestone exciting.
Senior-heavy crews, no hand-offs into the void. The people you meet on day one ship your game on day one hundred.
Playtests start in week two, not month ten. Real player feedback shapes every system before it is set in stone.
Arlene BellTechnical Artist — shaders, pipelines and the magic between art and code.
Matt JonesCharacter Artist — memorable heroes, villains and everything between.
Robert FoxGameplay Engineer — combat feel, movement and systems that sing.
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