We love making games. Been making ‘em since 1992, together since 2009.

Founder & CEO Bob Rafei fell in love with original IP development in ‘94 at Naughty Dog during early days on Crash Bandicoot series. CTO Jeff Lander has been programming and leading tech teams developing game engine and systems since ‘92. Together they founded BRB with the mission of using Unreal and Unity game engines to streamline production in order to find the fun, fast.

This effective approach has since produced original titles and prototypes with previous partners such as; Sega, Niantic Labs, Google, EA, Lionsgate, Starbreeze, Sony, NBC Universal, Mobilityware, Fox Next, and Bethesda Game Studios.

BRB Studio Reel 2020

Available Now:



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: tapestry@brbent.com

Welcome to the VAULT!

Some cool stuff from our past.


Early Teaser for John Wick: The Impossible Mission

Studio Reel 2015

Tech Compilation 2015



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: bizdev@brbent.com


  • Direction
  • Documentation
  • Systems
  • Gameplay
  • Mechanics
  • Economies
  • Monetization
  • Data
  • Analytics
  • FTUE


  • Character Animation
  • Gameplay Physics
  • Rapid Prototyping
  • Console / PC / Mobile
  • Unreal Engine
  • Unity
  • AR / VR
  • Google Cloud / AWS


  • Art Direction
  • Vis Dev
  • Rigging
  • Animation
  • Mocap
  • Modeling
  • Environment
  • VFX
  • Lighting
  • UX


The Team

Making games fun and awesome!


Founder, CEO & Visual Director

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.

  • The Arcslinger (2016), Google
  • The Allegiant VR Experience (2016), Lionsgate
  • Sonic Boom: Rise of Lyric (2014), Sega
  • Uncharted: Drake’s Fortune (2007), SCEA
  • Jak X: Combat Racing (2005), SCEA
  • Jak 3 (2004), SCEA
  • Jak II (2003), SCEA
  • Jak and Daxter: The Precursor Legacy (2001), SCEE
  • Crash Team Racing (1999), SCEA
  • Crash Bandicoot: Warped (1998), SCEE
  • Crash Bandicoot 2: Cortex Strikes Back (1997), SCEA
  • Crash Bandicoot (1996), SCEA
  • Star Trek: Generations – Beyond the Nexus (1994), Absolute Entertainment, Inc.


Founder, Chief Technical Officer

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.

  • The Arcslinger (2016), Google
  • The Allegiant VR Experience (2016), Lionsgate
  • God of War III, PS4 Remastered (2015), SCEA
  • Sonic Boom: Rise of Lyric (2014), Sega
  • LMNO” (2008/Unreleased), Electronic Arts, Inc.
  • True Crime: New York City (2005), Activision Publishing, Inc.
  • Shrek 2 (2004), Activision Publishing, Inc.
  • True Crime: Streets of LA (2003), Activision Publishing, Inc.
  • Anachronox (2001), Eidos Interactive Ltd.
  • Supercar Street Challenge (2001), Activision Publishing, Inc.
  • Dark Reign: The Future of War (1997), Activision, Inc.


We are looking for you!


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.



Apply Here

Want to send us your resume? Submit your application today.

Senior Server Programmer

We are looking for an experienced network gameplay programmer to work with us to expand a globally acclaimed Bethesda Games Studios IP in Unity and mobile devices, and using our Tapestry Platform.

Senior Network Gameplay Programmer

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.

Senior Character Technical Artist

We are looking for a senior Character Technical Artist with minimum 2+ years of professional game experience.

Senior VFX Technical Artist

We are looking for a senior Visual Effects Technical Artist with minimum 2 to 4+ years of professional game experience creating VFX in Unity.

Senior Mobile Data Analyst/Scientist

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.


Contact Us

Questions? Write us!