We are a multifaceted team united by the overall mission to make the game fun, fair and competitive by creating gameplay that rewards teamwork and high-skilled play.
We see design as a very iterative process with the end goal being to create better stuff, not necessarily more. We have a lot of creative freedom in the team and prefer prototyping and playtesting new ideas over discussing them to death. Usually, we run 3-4 internal playtests every week to keep our iteration loops short and gather input from the entire dev team often.
Today our crew is divided into two disciplines - technical design (mostly weapons and items) and level design. To make our ideas come alive in the game we work closely with artists, gameplay programmers, and animators.
Intrigued? Make sure to connect with us to get notified about open positions, or check out potential job opportunities below.
"What makes Game Development incredibly satisfying for me is taking a gameplay feature from start to finish, working through all the different steps with the team, and then seeing it bring joy to someone.
Game Development is all about that joy factor, it should be almost as fun making it as it should be playing it. This is something we value a lot at Fall Damage. The team is wonderful, and not only is everyone really nice and friendly, but everyone is kind of an expert in their own field. And when we collaborate on a feature together there are always lots of laughs."
- Anton Franzén, Technical Designer