inkle was founded in 2011 by two Cambridge game developers with a passion for storytelling and beautiful design.
Art and Code Director
Joe's core duties at inkle involve a combination of visual design and programming, allowing a synergy between the two disciplines that is rare in the industry.
Before co-founding inkle, he worked for six years in the console videogame industry working on every platform from Nintendo DS to Playstation Move and Xbox Kinect in a career at Rare and Sony.
When he's not designing and coding on inkle's latest and greatest project, Joe feeds his obsession by tinkering with all things Apple. He enjoys listening to an eclectic variety of music, and trying in vain to find mountains in Cambridgeshire to walk up.
Jon's focus is on content, working from the initial outline, through the development of the authoring tools, to the writing and scripting of final content.
Previously, Jon was a lead designer at Sony Computer Entertainment Europe, and before that a secondary school teacher, so he loves to talk. He's a published author of short stories and over a decade's worth of award-winning interactive fiction.
In the past he has also played jazz trombone, led an improvised comedy troupe and edited a film review site, but he now lives a quiet life in Cambridge with his wife, daughter and cat.
Tom is inkle's first employee. His charasmatic passion for game design immediately struck a chord with Jon and Joe, but then it was his encyclopaedic knowledge of Unity's systems that sealed the deal. As a prolific prototyper, he loves to experiment with gameplay and concoct new ways to play.
He went to University to study media, but immensely disappointed his parents by coming out as a programmer. Nowadays he only acts, looks and thinks like a student, and lives in a flat full of unwashed clothes and video games with his girlfriend.
Iain is still not an official inkle employee; he's more like the TV sitcom neighbour who drops in for a visit every episode. He ports games to various platforms and argues with Joe about what programming languages we should be using.
He spent some time in academia, where his research included a paper on why search engines were a bad idea and would never catch on. Later on he got a job at Google, where he worked on advertising, Android and Chrome. Jon eventually persuaded him to build an Android version of Sorcery! and he hasn't had a real job since.
Laura is an experienced 3d environment artist, having spent just over ten years working at Guerrilla Cambridge (formerly Sony Cambridge), where she shipped titles for multiple platforms, including four Killzone games, RIGS and the BAFTA-winning Little Big Planet PSP.
When she's not building worlds for inkle, Laura is an active member of the local musical theatre scene, and an aspiring aerial silks artist. In between prancing around stages and hanging upside down, she also enjoys travelling, pottering around piles of old stones that may or may not have once resembled castles, and trying to persuade her boyfriend that vegetables are in fact a thing.
Piran is our resident technical art wizard, with the highly sought after skills of being both a talented artist and understanding the equations behind Raleigh Scattering (amongst other greatest hits of the world of Maths and Physics).
He is also a solo indie developer in his own right, creating a game where the player takes to the skies as a bird of prey. Along the way, he developed DeepSky Haze, a Unity plugin for rendering physically-based atmospheric scattering.
Before going indie, Piran worked at Sony's Cambridge studio on several Killzone titles and RIGS: Mechanized Combat League.
Tom is a 3d environment artist, so along with Laura, is reponsible for realising the worlds that players of inkle games discover and explore on their adventures.
While at Anglia Ruskin University, he started a company with a fellow student called Proper-view that built virtual reality visualisations of properties for estate agents using Unreal Engine.
And when he's not building worlds, he hits the gym, ensuring he outlives us all and inherits the real world.
Annie is an illustrator and concept artist, specialising in beautiful character designs and portraits. Expressive character illustrations are critical for their ability to convey emotion in narrative games, so we're delighted to have Annie on board.
At De Montfort University, Annie studied every flavour of art you can imagine: traditional, digital, 2d and 3d. And, when she's not illustrating for us, she also exhibits her work in gallery shows across the UK and in the US.
She loves gaming, and will gobble up anything that Nintendo produces. She also loves animals, despite being horribly allergic to most of them. Better stick to Nintendo's digital ones then.
We also collaborate with other companies and talented individuals on every project – it's extremely valuable to find people and organisations whose expertise complement each other. So we love finding talented new artists, coders and writers to work with.
Here are a selection of the fantastic people we've worked with in the past:
- Meg Jayanth
- Steve Jackson
- Ben Nicholson
- Mike Schley
- Laurence Chapman
- Emily Short
- Eddie Sharam
- Emily Morganti
- Graham Robertson
- Jeremy de la Garza
- Kelley Armstrong
- Dave Morris
- Michael Whelan
- Dave Wise
- Liza Daly
- Penguin USA
- Cape Guy
- Jaume Illustration
- Profile Books
- Stoic Studio
- Black Belt Games