Careers
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.
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.
The role in one line. You build and maintain the code behind games played by millions of people.
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.
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.
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.
The role in one line. You learn to build games by building them, on titles that already have players.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The role in one line. You own game balancing and economy design across our live titles.
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.
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.
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.
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.
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.
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.
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.
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.
The role in one line. You catch problems before players do, on games that ship often.
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.
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.
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.
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.
The role in one line. You set the technical standard for how art gets made here, hands-on.
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.
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.
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.
Show us something you built that made other artists faster, and tell us what it replaced. That matters more to us than your resume.
The role in one line. You acquire players profitably, and you see the result of every decision in days.
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.
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.
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.
The role in one line. You own the studio's financial operations, reporting and compliance end to end.
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.
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.
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.
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.
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