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Show us something you made. Tell us what's wrong with it.

That's the whole interview. We stopped running whiteboard rounds two years ago — they measured how recently someone had practised whiteboard rounds, which correlates with nothing we care about. What you can see is the ceiling on what you'll eventually build.

Open roles
6
Nationalities
32
Remote
Since 2016
First-year attrition
Near zero
Life here

The things that actually matter.

No ping-pong table on this list. These are the six things people tell us they stayed for.

01

Remote First

Work from anywhere in a timezone that overlaps your team by four hours. We've been distributed since 2016 — it isn't an experiment.

02

Learning Budget

$5,000 a year for courses, conferences and hardware, plus one Friday a month that belongs entirely to you.

03

Real Growth

Published levelling framework, twice-yearly reviews, and a technical track that goes as far as the management one.

04

International Team

Thirty-two nationalities across five timezones. Every meeting is recorded and written up, so nobody's asleep for the decision.

05

Serious Equipment

The machine you need — devkits, headsets and GPUs included. Nobody profiles an Unreal build on a laptop.

06

Time That's Yours

Unlimited leave with a mandatory 25-day floor, because unlimited leave without a floor means nobody takes any.

Apply

One conversation. No ordeal.

  1. 1

    You send us something

    A project, a repo, a paper, a game — with your own critique of it attached.

  2. 2

    We talk for an hour

    About your work and ours. No trick questions, no reversing a linked list.

  3. 3

    You meet the team

    The people you'd actually work with. They decide, not a panel who'll never see you again.

  4. 4

    We answer either way

    Usually within a week. Including when the answer is no, and why.

We don't run whiteboard interviews. The critique matters more than the artefact: what you can see is the ceiling on what you'll eventually build.