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Laura Brodie


Head of People and Culture Middlesbrough, UK


Jeff Mahadi


Lead Concept Artist Kuala Lumpur, Malaysia


Matt Phillips Lead Programmer, Unannounced project Middlesbrough, UK


DOUBLE ELEVEN was founded in 2009 on the idea of creating a company that puts people first - ahead of profit, a place where you get to work on exciting projects, while also having a great work-life balance. We are proud that our ‘people before profit’ philosophy is still at the heart of the business today as it was back then. When you join Double Eleven, we


offer you a career (not just a job) and an opportunity to be part of a studio that strives to create an awesome place to work where your time is valued. Our aim is to enable people to be their best selves both at work and at home. That’s something we’re really passionate about. Employee voice is really important to


us. We want to have real conversations, not just about projects but also what makes Double Eleven great, as well as those not so great things that might frustrate us. That enables us to make sure we’re always improving. A theme of those conversations recently has been around human connectivity, and how we create more intentional space to connect all our teams together. It’s particularly important with the disruption we’ve all faced over recent years. It’s a huge privilege to be part of Double


Eleven’s journey, an organisation that is going against the grain by always looking to do the right thing by its people - in the good times and most importantly when things get tough.


June 2023


I JOINED DOUBLE ELEVEN in March 2021 as a Senior Concept Artist. I’m now Lead Concept Artist, lucky to lead a team filled with amazingly talented artists. I get to support the growth of people who are all passionate about creating beautiful worlds, teeming with all sorts of intricate life in games. Our team has the opportunity to


work across a broad range of art styles, from Prison Architect and Minecraft Dungeons to Rust and Fallout 76. And the relaxed, laid-back atmosphere allows artists to focus on exploring various avenues in art. It’s great to see how people-focused the


company is. Our leadership team and the People and Culture team provide us with a lot of support in various areas (well- being, personal development and so on). They want to hear about our struggles and help us get through them so we can give our best at work. Work life balance is paramount at the


studio and the company has a strong “no crunch” culture. When overtime is needed, it’s on a volunteering basis, and it is fairly compensated. Schedules are discussed together and remain reasonable. We don’t want our people to suffer from burnout. We want our talents to stay with us for as long as possible.


MY FAVOURITE KIND of projects are ports of old games to new machines. It’s a specific type of technical challenge that appeals to me, and something I used to do purely as a hobby. At Double Eleven I’ve been able to work on a wide range of these projects as a fulltime job. We’ve worked on simulation games, platformers, online multiplayer games, cinematic story-based games, you name it. This also means we get to work with a diverse range of technologies - Unity, Unreal, older obscure engines, custom tech, in C++, C#, Python, Lua, and all sorts of different middlewares and toolchains across many platforms. Sometimes we even get to rewrite an engine! The variety keeps things fresh, and with more projects on the horizon I know I’ll be happy here for a long time. At Double Eleven, everyone’s opinion


on the game counts. We have dedicated design teams, but good ideas can come from anyone, anywhere, at any time, and our thoughts and worries are always considered. As a programmer, I still feel like I’ve contributed to many of the games’ overall designs, and countless quality of life changes that make these old titles a little more welcome on modern consoles with modern audiences. The best part of the job is seeing fresh


versions of beloved games announced in the news, and the flurry of excitement from the original fans. No other job scratches that preservation itch quite like this one.


Jobs 9


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