FOR THE LOVE OF GAMES AND GAME DEVELOPERS
In recent years the games industry has been challenging for game developers. Difficult cultures, unpredictable compensation, and unstable employment have been heightened by business arrangements that haven’t typically rewarded developer success creatively or financially.
ProbablyMonsters envisions a sustainable future for games. To do our part in achieving this vision, we unite the most forward-thinking creators, we guide them through our people-first culture, and we empower them to disrupt the dev process.
As a new category of independent game company, ProbablyMonsters believes that the process of developing games should be as amazing as the games themselves. That’s why we obsess about providing a positive and well-resourced environment with strong compatible cultural ties for our teams. We understand that ensuring a meaningful and rewarding creative space for our Monsters translates into memorable and valuable experiences for gamers.
“ProbablyMonsters frankly empowers us to do what we want to do, they are empowering us to do more…they prioritize people-first and because of that they are building cultures of teams that want to keep doing their absolute best for the long run.”
– Rob Miller, Technical Animation Director, Firewalk
MONSTERS LOVE BELLEVUE
Just across beautiful Lake Washington from Seattle, our world-class Bellevue campus is home to Firewalk, Cauldron, Team RPG, and the global organization that supports all our ProbablyMonsters Studios.
AWARD WINNING CULTURE
Knit together inside the ProbablyMonsters family culture, all our Monsters are bonded by the very core values of respect, trust, approachability and accountability. Our shared ambition to sustainably deliver industry-defining games with predictable excellence is what keeps us focused to unapologetically defend the culture we have built together.
“We care a lot about your talent, but we also care deeply about who you are as a person,and what you bring to our culture.”
– Emily Zulauf, Narrative Director, Firewalk
We encourage our teams to bring their whole selves to their projects. We work hard, but we also intentionally craft moments that allow our teams to refresh, connect, and bond.
2021 Food Bank Giving, Engineering Team
Since 2017, our MONSTERS UNITE giving program has united us around the shared belief that everyone deserves the opportunity to elevate their potential. Giving is a core component of our culture. It moves us beyond our immediate circles, opening our minds to learning about others and inspiring and empowering those around us.
MEET SOME OF OUR FAMILY
With over 25 years of games industry success, Harold Ryan has been responsible for generating over $5B of revenue through iconic franchises such as Halo, Destiny, Age of Empires, and MechWarrior. In 2016, he founded ProbablyMonsters to foster a developer-led culture in the belief that exceptional games will follow. Five years later, ProbablyMonsters raised $200 million in Series A funding, built 3 triple-A studios, and partnered with Sony PlayStation to publish its first multiplayer game.
Shannon Armstrong is an HR and recruiting leader with over 20 years of experience in various industries, including technology startups, retail organizations, and finance. Her expertise includes talent identification and development, employee engagement, performance management, organizational design and development, compensation and benefits plans, and HR operations and systems. At ProbablyMonsters she drives the company’s human capital management strategy – including talent acquisition and development, compensation and benefits, and employee engagement programs – to support the company’s continued growth and innovation.
Game(s) that got me into gaming: The original Super Mario Brothers
A seasoned leader in IT and operations, Steve Lopez has provided the technology backbone supporting franchises like Halo and Destiny, built out data centers for MSN, and designed and implemented the technology needed for the divestiture of Bungie from Microsoft. As Vice President of Technology at ProbablyMonsters, his role is to align communications between all groups, provide the resources and support for the growing family of studios, and provide the right technology for all critical services and game operations. No matter what Steve is managing, his focus is on making people who love making video games feel like ProbablyMonsters is their home.
Doug Kikendall, formerly CFO at TheTVDB.com and Oak Harbor Capital, brings years of business and industry experience in fiscal management, financial reporting, internal controls, human resources, strategic planning, structuring legal entities, and mergers and acquisitions. His roles as Chief Financial Officer, Vice President of Finance and Financial Reporting Manager have given him strong financial acumen and extensive experience in developing strong teams. He has a passion for developing sound financial infrastructures based on operational excellence, and in managing growth in both emerging and established companies.
Game(s) that got me into gaming: Big Buck Hunter on arcade and Fable on console
As General Counsel, Jennifer Jolley partners with teams across ProbablyMonsters and its family of studios to set and execute legal strategy and manage risk. She brings a practical, actionable, and business focused approach to navigating legal issues. Jennifer has 25 years of experience working with technology companies and entertainment properties. Before joining ProbablyMonsters, she was Associate General Counsel at Aristocrat Digital, where she served as the chief intellectual property advisor to the company’s digital game businesses, Big Fish Games and Product Madness. As an intellectual property expert, she helps to secure and protect IP created by ProbablyMonsters and its studios.
Anne Marko is a proven leader in customer-focused marketing and sales strategy who strives for equal collaboration to embrace the strengths of all team members. A former executive at Warner Bros. Interactive Entertainment, she brings 20 years of experience spanning marketing, publishing, sales operations, and digital storefronts to her role at ProbablyMonsters. She has worked with franchises and partners such as LEGO, DC, Mortal Kombat, and CD Projekt Red and loves the constant evolution of games and the gaming industry.
Cauldron Studios is headed by Dave Matthews, who has over two decades experience managing large teams while helping build franchises like God of War, Myst, F.E.A.R, and Destiny. Matthews was formerly Lead Character Artist at Sony Computer Entertainment of America and Art Director at Bungie and Monolith Productions. Having shipped over 20 titles across multiple platforms and game engines, Matthews finds his greatest impact in leading teams to excellence. As Studio Head, Matthews is excited to work with highly talented and motivated professionals, helping them push the limits of imagination and execution to deliver compelling worlds, characters, and experiences that delight players around the world.
Game(s) that got me into gaming: Street Fighter 2 Championship edition, Tron series, Arkanoid, Dragon’s Lair
Firewalk Studios is headed by Tony Hsu, a lifelong gamer, seasoned leader, and champion of new IP development. Hsu was previously General Manager and Senior Vice President of the Destiny business unit at Activision, building a world-class product management and marketing team that ultimately launched the Biggest New IP in Gaming. He harnesses over 20 years of business and gaming experience to further the goal of building a world-class next-generation games studio.
Game(s) that got me into gaming: TRS-80 Pinball, Mega Man 2, Phantasy Star Online, and Katamari Damacy.
The Game Director for Firewalk Studios is Ryan Ellis, formerly Creative Director at Bungie and Lead Artist at Oddworld Inhabitants. With nearly 20 years of game industry experience, Ellis has worked in almost every facet of game development and is a leader at building highly successful teams. His mission is to lead Firewalk’s talent with a goal of making best-in-class games that inspire and entertain audiences across the world.
Game(s) that got me into gaming: Parsec on a Texas Instruments TI-99/4A. Press fire to begin!
Allen Fong, John Dunbar, Marsh Lefler, and Patrick Blank look forward to combining their expertise in creating co-op RPGs with their growing team’s experience across a variety of franchises. Their goal is to create living worlds that bring us together for boundless adventures.
Game(s) that got us into gaming: Pitfall, Archon, Legend of Zelda, Castlevania, Super Mario Bros., Dark Castle, Golvellius, Monkey Island 2, & Ocarina of Time.