Careers

Simulation that feels like the real thing.

We build driving and rail simulation for mobile. Four live titles, more than 10 million people playing every month, and a catalogue downloaded over 160 million times. Our games win on detail: real routes, real vehicles, real roads. We are hiring 13 people in Chennai to make them better.

+MDownloads
+MMonthly players
Live games
Open roles

Open roles

Every role below is full-time and in the office in Chennai. We do not want a cover letter: each one ends with a question, and a good answer to it counts for more than a resume.

Engineering 6 seats

Associate Game Engineer You build and maintain the code behind games played by millions of people. 3 openings · 1–3 years

The role in one line. You build and maintain the code behind games played by millions of people.

What the job is

Three seats are open at this level, working across our live simulation titles rather than being parked on one. Releases are frequent, so what you write reaches players in days, and you are never more than a step from the people deciding what ships. Our engineers sit at every band from Engineer through Senior Engineer, so tell us where you think you land and we will calibrate rather than screen you out on years.

What you will own

  • Features. Implement gameplay and UI features from design specs, on titles that are already live and already have players.
  • Stability. Fix bugs and performance issues, and watch crash rates, ANRs and errors on live games as a matter of routine rather than during incidents.
  • Code quality. Code review and the standards that keep four live codebases maintainable at pace.
  • Integration. Work directly with art and design on getting content into the game within performance budgets.
  • Platform work. Depending on where you are strongest: backend and live-ops services, tools that make the rest of the studio faster, or SDK and third-party integrations for ads and analytics.

Who you are

  • You ship. You have written code that real users ran, and you have fixed it afterwards when it broke.
  • You care about performance on real devices. Our players are largely on mid and low-end Android. Frame rate and memory are design constraints, not afterthoughts.
  • You can read someone else's code. Four live titles with history means most of your work starts by understanding what is already there.
  • You work with designers and artists directly. There is no layer between you and them here.

Nice to have

  • Unity experience, since that is what our games are built in.
  • Live-ops, backend or tools experience alongside gameplay.
  • Any experience profiling and optimising for low-end hardware.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to our CTO and Technical Director.

How to apply

Tell us about a bug in production that was genuinely hard to find, and how you found it. That matters more to us than your resume.

Game Engineering Intern You learn to build games by building them, on titles that already have players. 3 openings · 0 years

The role in one line. You learn to build games by building them, on titles that already have players.

What the job is

Most internships hand you a sandbox project that gets thrown away. This one does not. You would work on our live simulation titles alongside the engineering team, on real tasks, with your work going out in real releases. Three internship seats are open.

That is the offer and also the expectation: the code you write is code players will run, so it gets reviewed properly and held to the same bar as everyone else's. You will be taught, but you will not be parked.

What you will own

  • Real tasks in a live codebase. Scoped features and bug fixes on shipping games, picked to stretch you without blocking a release.
  • Your own work end to end. Implement it, test it on real devices, get it reviewed, and see it go out.
  • Understanding what happened next. Our product-intelligence system is open to the team, so you can look at what your change did to crashes, performance and player behaviour rather than wondering.
  • Asking well. Working out what you can solve alone and what needs a senior pair of eyes, and getting better at telling the two apart.

Who you are

  • You have built something. A game, a tool, a mod, a jam entry, a half-finished prototype. It does not need to be good. It needs to be yours, and you need to be able to talk about why you made the choices you made.
  • You can read code you did not write. Most of this job starts with understanding what is already there.
  • You are honest about what you do not know. The fastest interns here are the ones who ask early rather than disappearing for three days.
  • You play games and think about how they work. Not just whether they are fun, but why.

Nice to have

  • Unity, since that is what our games are built in.
  • C# beyond tutorial level.
  • Any experience shipping something to real users, however small.
  • Interest in performance, since our players are largely on mid and low-end Android.

Experience and level

This is an L0 internship on our ladder. No professional experience is expected. If you have one to three years behind you, apply for the Game Engineer role above, which is open for three seats.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to our CTO and Technical Director.

How to apply

Send us something you built and tell us what is wrong with it. What you would do differently now tells us more than what you got right.

Product and design 2 seats

Associate Product Manager You make sure every problem we identify actually gets solved, and stays solved. 1–3 years

The role in one line. You make sure that every problem we identify in our games actually gets solved, and stays solved, not just that something got shipped.

What the job is

Across four live games we track retention, onboarding, reviews and revenue closely, and that surfaces a steady stream of things worth fixing. You own those from the moment they are spotted to the moment the data confirms they are solved. You define what solved means before work starts, and you are the one who signs it off afterwards.

What you will own

  • The problem registry. A single, always-current view of every live problem across all four games: what it is, who is on it, what it is waiting on. You are the one person with full context at all times.
  • Closing the loop. For every problem, define what solved means in the data before work starts, then measure it after the fix ships. A problem is not closed until you sign off that the metric moved. That sign-off is yours.
  • Working the problem with the team. You will sit with designers, producers and game leads to keep problems moving. When something stalls, you chase it. When someone wants to move on before it is fixed, you push back.
  • Surfacing to the founder. You bring problems, framed clearly and backed by data, to the CPO, who decides what we build.
  • Monitoring. Continuously watch metrics and player reviews across all games, and catch new problems before they become fires.

What you will not own

To be clear, because this is unusual: you do not decide what we build. That call sits with the CPO, for now. You are not a game designer, and you are not a product manager in the sets-the-roadmap sense. Your power is not in making the calls. It is in making sure the calls we made actually worked, and in refusing to let a problem die until it is truly fixed.

Who you are

  • You are bothered by loose ends. An unresolved problem sits in your head until it is closed. You get satisfaction from the metric moving, not from something being shipped.
  • You are comfortable being the persistent one. You can hold a senior person to a commitment, firmly and without needing to be liked, and keep asking whether it actually worked until you have a real answer.
  • You are fluent with data. You can pull your own numbers, read a funnel, and tell a real change from noise. Comfort with SQL is a strong plus; willingness to learn it fast is a requirement.
  • You are organised to a fault. You can hold dozens of open threads across four games without dropping any, because the whole point of you is that nothing gets dropped.
  • You play or understand games, or can quickly build real empathy for the people who play ours.

Experience and level

This is an L2 role on our Product ladder, which we title Associate Product Manager. The band maps to roughly one to three years of experience. We treat that as a reconciliation guideline rather than a gate: if you can do the job, merit can outrun the years, and we would rather see the story we ask for below than count them.

Nice to have

  • Experience in product analytics, live-ops, growth, QA or program management.
  • Background in games, either building them or as a serious player.
  • Any experience where your job was to hold people accountable to an outcome, not just a task.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founder and with every game lead. This is a high-context, high-trust role: within a few months you will know more about the state of our games than almost anyone in the building. It is also a genuine path toward full product management as you earn the room.

How to apply

Tell us about a time you refused to let something go after everyone else considered it finished, and what happened. That story matters more to us than your resume.

Associate Game Designer You own game balancing and economy design across our live titles. 1–3 years

The role in one line. You own game balancing and economy design across our live titles.

What the job is

You define how resources flow, how players progress, and how the in-game economy stays healthy. You would work across four live games rather than one, so your changes reach players often and you see what they did to the numbers within days.

What you will own

  • Economy design. Soft and hard currency systems, resource sinks and sources, and inflation control across live titles.
  • The models behind it. Economy spreadsheets that model resource flows, progression curves and player spending patterns. The model is the design.
  • Progression and reward. Difficulty curves, reward loops and progression gates, tuned against real player behaviour.
  • Specs. Feature specs and GDDs written closely with our Senior Game Designer, clear enough to be built without a clarification meeting.
  • Live economy health. Post-launch monitoring, balance proposals, event and limited-time-offer economy, and IAP pricing and offer structure.

Who you are

  • You are numerate about play. You can build a progression model in a spreadsheet and defend the numbers in it.
  • You play these games. Simulation, tycoon and management titles, and you can say precisely why an economy in one of them works or does not.
  • You write clearly. A spec that needs a meeting to explain is not finished.
  • You are curious about live data. You want to see what players actually did, not what you assumed they would.

Nice to have

  • Any shipped title, personal, student or commercial, where you owned the economy.
  • Familiarity with free-to-play monetisation without cynicism about it.
  • Comfort with SQL, or the willingness to pick it up quickly.

Experience and level

This role sits at L2 on our ladder and maps to roughly 1–3 years of experience. We treat that as a reconciliation guideline rather than a gate: if you can do the job, merit can outrun the years.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to our Senior Game Designer.

How to apply

Pick a game you know well and tell us what you would change about its economy, and what you would expect that change to do to the numbers. That matters more to us than your resume.

QA and production 2 seats

QA Lead & Producer You decide whether a build is good enough to ship, and you keep the work moving so it gets there. 6–10 years

The role in one line. You decide whether a build is good enough to ship, and you keep the work moving so it gets there.

What the job is

This is two disciplines that come from the same place: process rigour, systematic documentation and accountability. On the quality side you own testing across every live title. On the production side you own the project management that keeps four games shipping in parallel. It is not a standalone tester role and it is not a standalone project manager role.

What you will own

  • Release sign-off. Test builds against specs and acceptance criteria, run regression and fix verification, and give the sign-off that approves a build for release.
  • Bug discipline. Log bugs with clear reproduction steps, device information and screenshots, and triage them with the Technical Director. Test coverage spans a device matrix from low-end to high-end Android and iOS.
  • Live quality signals. Watch crash and ANR data from live games, and use our internal review-analysis tooling to surface what players are actually reporting.
  • The production thread. Own the project management tool across all titles. Attend the cross-functional meetings, capture tasks, decisions and scope changes as they happen, and update sprints immediately rather than at end of day.
  • Release structure. Every release is a documented collection of tasks and issues, with commit-to-issue discipline held with engineering.
  • Escalation. When a scope change or blocker will affect a milestone, tell the founders before being asked.

Who you are

  • You are systematic. You document as you go, and your bug reports are reproducible by someone who was not in the room.
  • You are comfortable saying no. A sign-off means something. You can hold a release when it is not ready and explain why in terms people accept.
  • You think in process. You see where work stalls between people and you fix the seam rather than chasing individuals.
  • You are close to the player. Crash dashboards and store reviews are the same signal to you as a failing test case.

Nice to have

  • Experience running QA on live mobile titles.
  • Hands-on with Jira or an equivalent at an ownership level, not just as a user.
  • Any background where you built a process rather than inherited one.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to the Technical Director.

How to apply

Tell us about a release you stopped, or one you should have. What did you see, and what happened next? That matters more to us than your resume.

Junior QA Engineer You catch problems before players do, on games that ship often. 0–2 years

The role in one line. You catch problems before players do, on games that ship often.

What the job is

An entry point into QA at a studio shipping four live simulation games to millions of players. You would work alongside our QA Lead & Producer, learning the craft on titles that release frequently, so your work lands in front of players quickly. This seat opens alongside that hire, so timing follows it.

What you will own

  • Testing builds. Test new builds against feature specs and acceptance criteria, and regression test previously fixed bugs.
  • Bug reports that work. Log bugs with clear reproduction steps, screenshots and device information, so an engineer can act on them without asking you a question.
  • Device coverage. Verify across a target device matrix from low-end to high-end Android and iOS, which is where most of our players actually are.
  • Live signals. Review crash reports and ANR data from live games, and help connect them back to what changed.
  • Test cases. Keep test cases current as features land, and help grow coverage as the QA function grows.

Who you are

  • You are careful. You notice the thing that is slightly wrong, and you can describe it precisely.
  • You are patient with detail. Regression testing is repetitive by design, and it is where escaped bugs get caught.
  • You write clearly. A bug report is a piece of writing, and a vague one wastes an engineer's afternoon.
  • You play games. Or you can build real empathy quickly for the people who play ours.

Nice to have

  • Any testing experience, including as a community tester or on your own projects.
  • Familiarity with Android device fragmentation.
  • Interest in growing into automation or into production over time.

Experience and level

This role sits at L1 on our ladder and maps to roughly 0–2 years years of experience. We treat that as a reconciliation guideline rather than a gate: if you can do the job, merit can outrun the years.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to our QA Lead & Producer.

How to apply

Tell us about a bug you found in a shipped product, and write us the report you would have sent. That matters more to us than your resume.

Art 1 seat

Senior 3D Technical Artist You set the technical standard for how art gets made here, hands-on. 6–10 years

The role in one line. You set the technical standard for how art gets made here, hands-on.

What the job is

A senior individual contributor role working across four live titles. This is craft and pipeline rather than management: the art department has production covered, and this role owns the technical side of how assets are built, integrated and kept within budget.

What you will own

  • Art in engine. Ensure assets meet technical compliance on poly count, texture budgets and draw calls, and that they behave once they are actually in the game.
  • The pipeline. The conventions, tooling and asset library structure that let a small art team deliver across four titles without stepping on each other.
  • Performance. Audit the impact of art on runtime performance, and own the art side of crashes and ANRs traced to assets.
  • Craft. Model and deliver the work that needs a senior pair of hands, and raise the technical ceiling of what the department can attempt.
  • Collaboration with engineering. Sit between art and engineering on integration and technical constraints, and be the person who can speak both languages.

Who you are

  • You are senior in craft, not in title. You still make things, and you want to keep making them.
  • You think in budgets. Draw calls, memory and texture budgets are how you frame a creative decision, not a constraint imposed on you afterwards.
  • You build tools when it is faster than doing it by hand. Scripting is part of how you work.
  • You raise other people without managing them. Your standards travel through the work and the pipeline rather than through a reporting line.

Nice to have

  • Shipped mobile titles, especially where performance was tight.
  • Unity tooling and editor scripting.
  • Experience defining an art pipeline from scratch rather than inheriting one.

Experience and level

This role sits at L5–L6 on our ladder and maps to roughly 6–10 years years of experience. We treat that as a reconciliation guideline rather than a gate: if you can do the job, merit can outrun the years.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to our Art lead.

How to apply

Show us something you built that made other artists faster, and tell us what it replaced. That matters more to us than your resume.

Growth 1 seat

UA Specialist You acquire players profitably, and you see the result of every decision in days. 3–6 years

The role in one line. You acquire players profitably, and you see the result of every decision in days.

What the job is

You own paid user acquisition across four live games: campaigns, bids, budgets, targeting and the creative brief behind them. You would see results in our own product-intelligence system rather than waiting on someone to pull numbers for you, which makes the loop from a decision to its effect on installs, retention and revenue unusually short.

What you will own

  • Campaign performance. Monitor CPI, ROAS, CTR and CVR across active networks daily, and adjust bids, budgets and targeting against real-time data.
  • Spend discipline. Track spend against revenue daily to stay inside an LTV-positive range. The money is the studio's own.
  • Creative direction. Brief ad creatives with the art team based on what performance data is telling you, and manage the pipeline of what is launching and what is fatiguing.
  • Store conversion. ASO across keyword rankings, A/B tests and competitor tracking, plus the store metrics that sit upstream of every campaign.
  • Channel strategy. Evaluate new networks and channels, OEM and alternative store distribution, and run the channel P&L.

Who you are

  • You are comfortable owning spend. You can defend a budget decision with numbers and change it quickly when the numbers change.
  • You read cohorts, not just installs. A cheap install that does not retain is not a win, and you can tell the difference early.
  • You brief creative well. You can tell an artist what is not working in a way they can act on.
  • You are self-serve on data. You would rather pull the cut yourself than wait for it.

Nice to have

  • Mobile games UA specifically, rather than performance marketing generally.
  • ASO experience across both stores.
  • Any experience with LTV modelling or cohort-based ROI analysis.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to our Technical Director, who heads UA.

How to apply

Tell us about a channel you scaled, or one you shut down, and the number that convinced you. That matters more to us than your resume.

Finance 1 seat

Finance Executive You own the studio's financial operations, reporting and compliance end to end. 3–5 years

The role in one line. You own the studio's financial operations, reporting and compliance end to end.

What the job is

Highbrow is profitable and has run for over a decade without outside money, so the numbers here are real and the decisions they inform are immediate. This is the studio's dedicated finance role, working directly with the CEO.

What you will own

  • Day-to-day finance. Accounts payable and receivable, reconciliations, invoicing, vendor payments, payroll coordination and expense controls.
  • The monthly close. Bookkeeping through to a clean monthly close, with MIS reports, P&L summaries, cash flow statements and budget trackers delivered to the founders on time.
  • Planning. Budgeting, forecasting and financial planning, plus the revenue, margin, EBITDA and ROI analysis behind studio decisions.
  • Compliance. GST, TDS, income tax and ROC statutory filings, and coordination with auditors, consultants and banking partners.
  • Controls. Internal controls and finance SOPs that hold as the studio grows.

Who you are

  • You are exact. A reconciliation either ties out or it does not, and you do not leave unexplained discrepancies behind.
  • You are current on Indian statutory compliance. GST, TDS and ROC filings are routine to you, not something to look up.
  • You can talk to non-finance people. The founders need to act on what you produce, so it has to be legible to them.
  • You work well without a finance team around you. You will be the finance function, with direct access to the CEO.

Nice to have

  • Experience in a product or technology company rather than only in practice.
  • Exposure to multi-entity or cross-border structures.
  • Comfort building a dashboard rather than only a spreadsheet.

Experience and level

This role sits at roughly 3–5 years of experience. We treat that as a reconciliation guideline rather than a gate: if you can do the job, merit can outrun the years.

How we work

Direct communication, no bureaucracy, and decisions made in the room. You will work closely with the founders and with every game lead. Releases are frequent, so what you build reaches players in days rather than quarters. You would report to our CEO.

How to apply

Tell us about a control or process you put in place that caught something before it became a problem. That matters more to us than your resume.

How we hire

  1. You write to us. Answer the question on the role. It does not need to be long, and it does not need to be polished.
  2. We read it. Every application is read by someone who works here, not filtered by a keyword match.
  3. A first conversation. What you have built, what you want to own next, and what the role actually involves. Ask us anything, including the pay band.
  4. A conversation about craft. Working through a real problem of the kind the job contains. Not a puzzle, and nothing you have to prepare for.
  5. A decision, either way. You will hear back from us. Being told no is worse than being told nothing only if the no never arrives.

How we work

  • Measurement Open to everyone live metrics player reviews retention release history Our own product-intelligence system, open to the whole team. No analyst in the way, and you know within days whether your change did what you expected.
  • Cadence Date fixed, scope moves fixed date flexible scope days, not quarters Releases go out on the date, and not every title runs the same rhythm.
  • Perks Built for people who play racing sim rig game library table tennis monthly LAN IGDC every year A full racing rig in the office, consoles and a game library, and one working Saturday a month the whole studio plays over LAN. You never pay for our own games.
  • Detail Places people here know real dhabas real level crossings real junctions Getting these right is not decoration. It is why players pick our games over versions made by much larger studios.
  • Ownership 4 games, 1 office Truck Masters India Bus Masters India Truck Masters World Indian Train Simulator The surface area per person is large by design. You own something real within weeks, and it stays identifiably yours.
  • Craft Unity, free-to-play Unity C# live economy rewarded ads Free-to-play is a design constraint rather than a layer added at the end. Progression, economy and where an ad sits are all the same problem.
  • Decisions No layers founders in the room no committees no quarterly gates The people making the game decide what gets made.
  • Levels A ladder, not a vibe L0 to L11 defined bands written expectations Every role sits at a level, and the level says what is expected of it and what it pays. Ask on the first call.
  • Track record Shipping since 2013 13 years 4 live titles still updated The games we launched years ago still get releases. Nothing here is a project that quietly ends.
  • Platform One tech base, four games shared systems cross-game R&D built once A lot of the work here is the layer underneath all four titles rather than a feature inside one of them. Build it once and every game gets it.

The four H's

  • HappyWe do our best work when we enjoy it. Protect the joy, because a studio that is not fun makes games that are not either.
  • HungryMillions of players is a start, not a finish. We stay ambitious and push for better every week.
  • HonestStraight talk, real data, no spin, with each other and with our players.
  • HumbleEgo out, curiosity in. Credit the team, and remember the player knows things we do not.

One question is the whole application.

Every role above ends with one. Answer it and skip the cover letter: a good answer counts for more than a resume, and it is read by someone who works here. If nothing here fits and you still think you should be working with us, write anyway and tell us what you would want to own.

careers@highbrowinteractive.com 13 seats open · Chennai · full-time, in the office