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We're small on purpose. That means whoever joins owns whole systems, not tickets.
Great games start with people who can hold the whole thing in their head. We write the math, draw the art, rig the animation and build the front end ourselves. Three titles are certified and live across Stake, and every number behind them is published.
There is no producer layer here, no ticket queue, and no design-by-committee. If you take something on, it's yours end to end — and it ships with your fingerprints on it.
We're a genuinely small studio, and we're honest about what that means. You get unusual ownership and unusually direct feedback. You do not get a big team to hide behind.
Remote, output-first. We care what shipped, not which hours you were online. Most of what we need comes in project shapes rather than permanent seats, and we'd rather say that up front than dress a contract up as a career.
The three crafts a slot actually needs. When we bring someone in, it's almost always one of these.
Character-led symbol sets that read at 90 pixels and still hold up at full size. Strong silhouettes, real draughtsmanship, and a feel for where a game's world sits.
Bringing stills to life — idles, win states, feature triggers. Mesh deformation, sprite sheets, and the judgement to know when a symbol needs 12 frames instead of 40.
Reel strips, distributions and tail behaviour. Python, real statistics, and the patience to solve a model to an exact RTP without wrecking how the game feels.
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We hire rarely and only when there's real work waiting. When something opens it'll be listed here first — no recruiters, no pipeline, no talent-pool form that goes nowhere.
Send an open applicationSend work, not a CV. A portfolio, a repo, a reel, a spreadsheet of a model you solved — whatever shows the thing you're actually good at.
We read everything and we answer, even when the answer is no.
careers@vibrantlabs.org
Tell us which of the three crafts is yours, and point us at one piece of work you'd defend in a room.