Any GAME, Any STYLE, ANYWHERE
BRB’s proprietary tools for bringing world-class IPs to real-world mobile gaming. Combining BRB’s unique Geospatial expertise with decades of game development experience to create an advanced technology platform converging latest in geo-location, wearables, AR and Computer Vision technologies for Casual & Core games or E-Commerce apps.
Tapestry is engine agnostic and able to run on any platform. Tapestry allows BRB clients and partners to quickly create scalable social worlds where one or many players can impact the game’s persistent global play arena through their local gameplay.
Contact us for demos and more info: email@example.com
Welcome to the VAULT!
Some cool stuff from our past.
WORK WITH US!
We’re here to help your development needs.
Looking for veteran development partners?
Partner with us to realize your gaming vision.
As a diverse veteran independent studio we thrive on interesting technical and creative challenges. We can take on full suite of development, whether driving or following creative direction, or assisting in specific disciplines or moments of production.
Our industry is based on relations and trust, so we know to reach our goals we’ll first need to help you reach yours.
For more info, or to just explore contact us: firstname.lastname@example.org
Bob has been an innovative and entrepreneurial award winning game developer since 1993. As Naughty Dog’s first employee, Art and Animation Director, he led visual development of the groundbreaking Crash Bandicoot series for PlayStation 1, helped grow and led ND’s art & animation team during the development Jak & Daxter series for PS2, then helped ND pivot toward its present form by co-art directing Uncharted: Drake’s Fortune for PS3. In 2009 he founded Big Red Button with CTO Jeff Lander with the mission to develop innovative character based titles for traditional and emergent platforms, such as AR, VR and Geo-location. In 2014 Bob and the BRB team provided development support to Niantic Labs on various titles. BRB has since developed a suite of development tools, name “Tapestry” for rapid production, development and release of scalable game titles. He’s BFA graduate in Illustration from Parson’s School of Design, NYC, 1991.
Jeff has been programming since 1992 for games, television, and film. He has worked on many interactive 3D projects for a variety of clients including nVidia, Rhythm & Hues Studios, Sony, Ion Storm, Exakt Entertainment, EA, Luxoflux, and Activision. Jeff has developed game engines designed for first person shooters, third person character driven action titles, outdoor based terrain systems, and continuously streaming open world game engines, and multiplayer persistent real-world map data driven mobile title. He has specialized in advanced graphic engines emphasizing real-time character animation, physics and dynamic simulation, as well as custom tools for audio and video processing.
Big Red Button is composed of industry veteran game developers focused on delivering authentic gaming experiences that are as fun to watch as they are to play.
Our studio in Southern California is seeking up-and-coming staffers to work on an “unannounced” project.
Want to send us your resume? Submit your application today.
We are looking for an experienced data analyst or scientist to interpret data from franchises like Fallout or Oblivion, and make recommendations, plan and lead the dev team in implementing adjustments improving player acquisition, retention and monetization.
Big Red Button Entertainment, in partnership with Petrol Advertising, is looking for a full-time producer with game dev and asset production experience to oversee a 3D character and art asset pipeline on Clementine’s Nightmare.
We are looking for an experienced network gameplay programmer (PC initially, Mobile ancillary) to lead network play for Clementine’s Nightmare. We’re looking for a deeply experienced senior to lead level programmer with Unity game engine, who will lead a growing team for networked game experiences.
We are looking for a senior Character Technical Artist with minimum 2+ years of professional game experience.
We are looking for a senior or lead level 3D character animator to establish the movement style for the unique characters of Clementine’s Nightmare.
We are looking for a senior Visual Effects Technical Artist with minimum 2 to 4+ years of professional game experience creating VFX in Unity.
GET IN TOUCH!