Hello There, YOU'VE GOT A FEW OPTIONS:

    1. Work for massive AAA studio on ONE title for a few years
    2. Work at an indie studio on a couple titles and hope you get viral distribution
    3. Come to FableLabs and use your sweet tech skills to create systems that will be used by tens of internal storytelling teams

    GAMEPLAY DEVELOPER (Unity, C#)

    FULL STACK DEVELOPER (Unity, C#, Python, DynamoDB, Javascript)

    INTERN (QA, Production, Research, Office Management)

    So You're "Complicated"

    We're a small team and would like to keep it that way. Gaming studios often brag about the size of their army and staff their teams with 100-300 people, but we'd rather win the war with Seal Team 6 (ok we're more around the lines of 10). If you fit the bullet points below but we haven't listed a position that fits your unique snowflake personality, tell us your story at jobs [at] fablelabs [dot] com (no Word Docs).

    • Entrepreneur not employee. No one wants to babysit you.
    • T-Shaped: Broad generalist but able to add deep value on a particular skill set.
    • Curious: Like a cat. Willing to challenge traditional methods by asking why? Why???
    • Multiplier: Create ways to amplify the work of others.
    • Tough: Hard to kill like a weed and able to thrive in the turmoil of a startup. Opposite of a Panda.

    How We're Different

    We Believe In Generalists

    AAA studios often create amazing products but the process is often lengthy and dehumanizing.  As projects swell in size, individual responsibility/insight declines as does passion/excitement.  We think our core team members can wear multiple hats instead of requiring they specialize in one facet.  A well rounded generalist is 10.2x more dangerous than a specialist.

    We Are Data-Informed, Not Data-Driven

    Letting short term metrics dictate the development of your strategies works when there's low hanging fruit and your competition are vampire biting applications.  Now that the market has been saturated with soulless clones, creators need to have a strong vision for their products and let the metrics validate their assumptions. We don't outsource product design to our users.

    We Are Missionaries Not Mercenaries

    We are creators who wish to build a sustainable creation engine by starting with great stories that benefit from superior economic and distribution models, not folks who piled in to make a quick buck. As such we emphasize continuous learning rather than continuous sprints and prize folks who think about the team before themselves.  We work on the games that both we are excited about and can generate cash-flow so that we can continue doing what we love to do. The ideas come from the team, not from CEO mandates.

    We Believe Software Should Be Reusable

    How many times do we need to rewrite pathfinding, localization, or crafting systems? We believe developer time should be spent making libraries and tools that empower several game teams.  We are inherently lazy and prefer to write something once and use it for multiple projects.

    We Focus On Storytelling

    We've seen many short-term trends in consumer media and witnessed the rise and fall the players who chased these shiny objects. Just because we CAN build a product doesn't mean we SHOULD.  If you’re looking for us to make the next Clash of Clones, CSR racing, Kardashian social casino game, you might be holding your breath for a while.

    We Are Long Term Investors

    We invest heavily into our new hires.  We’re building for the long haul, not a quick flip.  The time spent on training is a tiny blip in a long term partnership. Each sprint team members get a couple days to do FDT ("Free Development Time").  Some of our most interesting game ideas came out of FDT.

    We Believe In Leadership Not Management

    We believe creatives can be self-managed if provided the right environment, dashboards, and tools. Come here if you miss building something with your own 2 hands. Not the place for fancy titles and armies of reports.