Founded in 2011, we love making games! 

 

Our team has created some of the best-selling games of all time. We have a reputation for creating our own compelling original products as well as working with some of the world’s best IPs.

Seismic Games employs some of the most talented engineers, game designers, artists, and production staff in the industry.

 

Executive Leadership

 

Greg Borrud CEO Greg is an industry veteran having worked in the games industry for 20 years. He was a co-Founder and Head of Production for Pandemic Studios. In its 12 year history, Pandemic developed some of the best-selling franchises in the industry, including ‘Star Wars: Battlefront,’ ‘Mercenaries,’ ‘Destroy All Humans,’ ‘Full Spectrum Warrior,’ and ‘The Saboteur’. Pandemic was acquired, along with Bioware, by Electronic Arts in 2007. LinkedIn

Greg Borrud
CEO

Greg is an industry veteran having worked in the games industry for 20 years. He was a co-Founder and Head of Production for Pandemic Studios. In its 12 year history, Pandemic developed some of the best-selling franchises in the industry, including ‘Star Wars: Battlefront,’ ‘Mercenaries,’ ‘Destroy All Humans,’ ‘Full Spectrum Warrior,’ and ‘The Saboteur’. Pandemic was acquired, along with Bioware, by Electronic Arts in 2007.

LinkedIn

Eric "Giz" Gewirtz CCO & Co-Founder Before founding Seismic, Giz was Project Director for ‘Star Wars: Battlefront’ (I and II) & ‘Lord of the Rings: Conquest’ for Pandemic Studios. He co-founded Little Quake Games, where he was CCO of the studio. Giz is also an active screenwriter for film and TV, having worked on projects for 20th Century Fox and Warner Bros. LinkedIn

Eric "Giz" Gewirtz
CCO & Co-Founder

Before founding Seismic, Giz was Project Director for ‘Star Wars: Battlefront’ (I and II) & ‘Lord of the Rings: Conquest’ for Pandemic Studios. He co-founded Little Quake Games, where he was CCO of the studio. Giz is also an active screenwriter for film and TV, having worked on projects for 20th Century Fox and Warner Bros.

LinkedIn

John Linden President Prior to Seismic / Grue Games, John had joined Activision Blizzard as the Studio Head of Beachhead after 15 years as the CEO and CTO of venture-backed tech companies. Beachhead was involved in Call of Duty: Black Ops 2, Ghosts and Advanced Warfare as well as created Skylanders Battlecast, a FTP mobile card game that ties physical trading cards through augmented reality / computer vision with a 3D digital card battler. LinkedIn  Twitter

John Linden
President

Prior to Seismic / Grue Games, John had joined Activision Blizzard as the Studio Head of Beachhead after 15 years as the CEO and CTO of venture-backed tech companies. Beachhead was involved in Call of Duty: Black Ops 2, Ghosts and Advanced Warfare as well as created Skylanders Battlecast, a FTP mobile card game that ties physical trading cards through augmented reality / computer vision with a 3D digital card battler.

LinkedIn  Twitter

Trey Watkins Creative Director Trey began his career at Activision in 1995 contributing to a host of games including: Dark Reign, Mechwarrior 2, Star Trek Armada, & Spiderman.  He joined Pandemic in 2004 helping launch Star Wars Battlefront & directing The Saboteur.  In 2012, he rejoined Activision as the Studio Creative Director at Beachhead Studio, developing Call of Duty Clan Wars and most recently Skylanders Battlecast. LinkedIn 

Trey Watkins
Creative Director

Trey began his career at Activision in 1995 contributing to a host of games including: Dark Reign, Mechwarrior 2, Star Trek Armada, & Spiderman.  He joined Pandemic in 2004 helping launch Star Wars Battlefront & directing The Saboteur.  In 2012, he rejoined Activision as the Studio Creative Director at Beachhead Studio, developing Call of Duty Clan Wars and most recently Skylanders Battlecast.

LinkedIn 

Open Positions


Senior/Lead Engineer

Responsibilities:

  • Being smart, dedicated, self-motivated, positive, friendly, and ready to learn and teach
  • Rapidly gathering, understanding, prototyping and creating effective solutions for complex requirements
  • Working effectively and proactively in a team environment with tight deadlines and baffling challenges
  • Utilizing leading-edge tools and systems
  • Understanding and being able to troubleshoot, diagnose, and analyze complex systems
  • Producing clean, concise, expressive, and well-managed code
  • Excitedly working with new and upcoming technologies in mobile, VR, AR, mixed-reality, and beyond
  • Anticipating the needs of art and design teams to ensure systems and tools are available to meet their needs
  • Independently learning the latest trends and technologies in the field
  • Working with other engineers to improve our codebase
  • Delivering feedback compassionately and constructively in order to improve oneself, others, and the project

Environment:

  • Unity, Visual Studio, and C#
  • C++, Objective-C, and Java
  • Windows and OSX
  • iOS, Android, and PC
  • Perforce, Jenkins, and JIRA

Requirements:

  • 5+ years experience working as a game engineer
  • Involvement in several high-quality game experiences with several shipped titles in meaningful roles
  • Experience helping, mentoring, and supporting other engineers

Bonus Points:

The ideal candidate also has experience with, knows, and understands:

  • Render pipelines, shaders, compute, and other GPU technologies
  • Physics, determinism, 3d math, and linear algebra
  • Optimization, systems architecture, profiling, tooling, and reporting
  • Artificial intelligence, machine learning, procedural content, and emergent gameplay
  • Scripting languages, dynamic behavior, parsers, and compilers
  • Code review systems and best practices

APPLY