We are an international team of industry veterans who have shipped several hit games played by millions of people.
We're passionate about games and their potential, and understand the issues that game developers are facing every day. We value talent, and people with a high sense of responsibility and passion. We live around the globe and work from where we feel inspired, where we can balance our personal and business lives, and where we can feel healthy.
The core principles that guide everything we do at coherence
We are genuine and honest, we truly want to help each other and our customers create better experiences and connections. We follow our words with actions. We are transparent within our organization, as well as with our customers.
We are open to taking risks, brave enough to admit mistakes, learn from them and get better. We are open to doing things differently, and bring a new mindset to the industry - in that way we dare to innovate.
We are passionate about games and we want to change the game industry for the better. We are ambitious and we want to make a difference. We love to play with our product and make games of our own.
The brilliant minds behind coherence, each bringing unique expertise and passion to everything we build.

Estonia
Circle Empires, Playtech, game translations
Ahti is someone who has a way with words. Having escaped his corporate overlords at an industry-leading tech unicorn after a 16-year spell, he's now on a whirlwind adventure here at coherence.
Ahti has been gaming since 1988, been second-in-command of a semi-professional World of Tanks e-sports team, translated over 20 games and a bit of Windows Vista into Estonian, and worked with a small team on an indie game franchise called Circle Empires that had a budget of 5,000 EUR and a total sales revenue of over 1M EUR.
Ahti's aim at coherence is to take documentation and product communication to the next level.

Ukraine
HP, Unity
Anastasiia is a Network QA Engineer at coherence. Her goal is to raise the bar for the quality of our product to something that we'd enjoy using ourselves. Having worked in QA for 9 years in companies like Unity and HP, she’s learned that this is a cornerstone of the success for creators and their products.
Asya loves taking long scenic horse rides in Red Dead Redemption II and Witcher 3.

Liechtenstein
Crysis 1-3, Ryse: Son of Rome, Hunt: Showdown
Benito can be called a Super Senior Software Engineer with 15 years of professional experience, most of them in the games industry. He has shipped games on PC, consoles and Mobile. Benito really enjoys variety, so he’s done it all - weapon systems, player code, technical optimization, and backend services. When not programming, he loves playing games casually as well as spending time with his family and friends.

United States
Blizzard, Hearthstone
Brit is a battle-hardened web and backend software engineer with close to 20 years of experience building web and mobile applications and backends, game infrastructure and tools.
Before joining Blizzard, Brit was the lead engineer on an app called Key Ring that he built the both the app and infra for, allowing it to scale from 0 to 10 million users. At Blizzard, he joined the Battle.net team working on Hearthstone for four years, before joining coherence.
Brit is the guy you want in your corner when you’re thinking about deploying any online service or website.

Canada
The Simpsons: Hit & Run, The Simpsons: Road Rage, Crash Bandicoot - Crash of the Titans, Crash Tag Team Racing, On the Rain-Slick Precipice of Darkness: Ep 1&2 (Penny Arcade)
This man is a gaming industry legend with over 20 years of experience, having sharpened his teeth on platforms such as Playstation 2 and Nintendo GameCube.
Cary has worked on some of the most beloved franchises in popular culture. His passion, humor and a very broad range of technical skills have made fun and engaging experiences for millions of players. The comments he likes to include in his game code are funny enough to have their own fan-made Youtube videos!

Denmark
Ex-CEO and Co-founder of Playdead, the makers of Limbo and Inside, Co-founder of JUMPSHIP maker of Somerville
With 23 years of professional experience in the games industry, Dino is best known for co-founding, scaling and running Playdead for almost 10 years. During this time Playdead developed and published the multi-award-winning titles LIMBO and INSIDE.
Dino has had an advisory role in several game and game related companies, including the GDC Europe Advisory Board.
In 2017, Dino founded JUMPSHIP with Chris Olsen, where the promising title Somerville was brought to life, and in 2019 he launched coherence – an open, accessible and lightning-fast platform for building scalable and persistent worlds.
Serbia
FIAT, Stellantis, dry humor
Before coming to coherence to take care of our backend services, Djordje was responsible for the smooth operation of servers in a car factory cranking out FIAT 500Ls.
He loves to automate stuff and is passionate about getting many different technologies to work together.
In his free time he is a serious comic book aficionado, a cinephile and a cycling enthusiast.

Poland
CD PROJEKT RED, Knights of Unity
Filip is an engineer by heart that loves tinkering with everything related to networking. He enjoys working on every level and every stage of multiplayer game development and deployment.
Fillip is passionate about the tech powering all kinds of online games, from shooters to MMORPGs. When not at his PC, Filip is a happy husband, father, and incompetent pianist. Once a hardcore gamer, now merely a casual one.

Spain
Contributions to gamedev community, work with DeNA and Gumi, Inc.
Fran has over 15 years of professional experience in game development. At coherence, he helped shape the foundations of our unique network engine -- and continues to do so.
He's passionate about games and game development ever since he's... him. At 11, he's had his first contact with gamedev, releasing two titles made with RPG Maker, and contributing unofficial translations of dev tools through the years to come.
Fran is a devoted PUBG player, and has a special place for Street Fighter III: 3rd Strike on his heart.

Germany
Crysis 1-3, Embracer
Jan began his career as a technical designer helping to give life to virtual worlds but transitioned towards managing different projects and the people working on them - what was first a necessity quickly became a passion and he soon took on his first role as a full-time project manager.
Since then Jan managed several large-scale AAA game projects, helped build and run fully remote teams to deliver high quality games, and participated in setting up new development studios.
South Africa
Known for: Co-founder of GameDev Planet, Gamelogic, Plinq
Jonathan has a background in psychology and has spent the last 10 years founding and building startups in the game development industry. He has created tools for Unity, worked with global brands to develop games that increase customer loyalty, and founded Chile’s largest game development community.
His first company focused on building advanced mathematical tools for game logic, helping developers push creative boundaries without being limited by technical constraints. He joined coherence to continue this mission, empowering teams to bring ambitious multiplayer games to life by making multiplayer more accessible.

Brazil
Known for: Realtime Robotics, Inc., Wildlife Studios
Leo is a dedicated QA engineer with solid experience in game development. With a background in programming, Leo possesses a distinct perspective that has been instrumental in shaping his career in QA.
His passion for gaming inspired him to establish his own game studio, where he faced the challenges of creating a multiplayer game. In the game, an adventure-horror, you follow the path of an old werewoman forced to rebuild her pack in a post-apocalyptic world. You can ask Leo to show you the cool concept art!
His career has been driven by enabling his peers, particularly by encouraging developers to test more efficiently and effectively. His journey has led him to join coherence on a mission to make it easier for game developers to create multiplayer games.

Germany
Known for: Hadean, Improbable
Manuel is a proactive Business Development Manager with a focus on the gaming sector. At companies like Hadean, Improbable and G-Portal, he contributed to securing high-value partnerships and building strategic pipelines across co-development and hosting services.
Outside of work, he enjoys hiking, bushcraft, and spending time off the grid to recharge and gain fresh perspectives.

Sweden
Tom Clancy’s The Division, Far Cry 3, Skygoblin
Mathias is a senior Software Engineer with over 15 years of industry experience developing games for desktop, mobile, web and console platforms. He thrives in agile environments and enjoys managing complex software projects with small, ambitious teams - whether it's developing backend services or creating immersive 3D worlds.
Mathias has got expert proficiency in C# and Golang and holds a BSc in Information Technology and an MSc in Interactive Simulations from the Chalmers University of Technology.

Spain
Known for: Scopely, developing coherence-powered online multiplayer for Vampire Survivors
Miguel’s always been in love with games since his mom bought him his first Atari back in the early 90s. Miguel spent his childhood playing games like Counter Strike or Call of Duty competitively, so he’s always known that he wanted to dedicate his life to something related to games.
He’s been in the industry for over 6 years now, mostly in the mobile F2P industry, which he gladly left behind when he got the opportunity of joining coherence.

Sweden
Known for: Crysis: Warhead, Crysis 2, Knights of Honor, Tzar: The Burden of the Crown
It was more than 30 years ago Otto discovered that both programming and playing games are more interesting than anything else. He started by coding his own games on an old 8-bit computer, mixing Basic and 6502 assembler, and later worked on numerous projects in his school and college years until he landed as a programmer in a game development company in the nineties.
Since then, Otto has worked as a Senior Programmer, Lead Programmer and Technical Director, building experience while managing small teams.

Sweden
Known for: Published fairy tale author, Swedish SNES Magazine Street Fighter II hall-of-famer
Working as Human Resources at coherence, Sandra is passionate about making people feel their best. One way of achieving that is to provide reliable and good quality service to coherence’s management, team members and partners. With an extensive background in social work and counseling, HR related work tasks are a key interest.
Sandra is excited to see coherence aid communication and connection in ways we cannot even foresee yet.

Sweden
Known for: Battlefield: COO at DICE, Senior Development Director at Crytek and Radical Entertainment
Senta is fascinated by how work works. Her vision for coherence is to build a team and environment that is efficient, effective, innovative, long-lasting and resilient.
At coherence people are placed first, they are supported, cared for, believed in, and encouraged. A place where mistakes are accepted, people speak clearly and openly with each other, and where we work on how we relate to one another.
While she started out as a game development tools programmer, she was quickly promoted to leadership roles. In her executive capacity, Senta has overseen work on renowned titles such as Crysis 2, Battlefield: Bad Company and Mirror’s Edge.

Scotland
Silicon Knights, Inc., X-men: Destiny, his Youtube channel
Sloan has worked in the games industry for over 17 years for both AAA and indie studios, has taught game design, and has published three books covering topics like PyGame, BlitzMax, and Unity networking. Equally at home in engine development, game play and tools, his most recent role before joining Coherence was developing game play features for a web-based MMORPG that helped children learn math.
In his free time he has a YouTube channel where he publishes videos on game dev tips and tricks as well as how to develop retro remakes using Unity and other engines.

Finland
Known for: Thief of Thieves, The Detail Ep 1-3
Timo has 13 years of professional experience in the game industry, having worked on titles ranging from story-driven adventure games to a mobile-first MMO with a focus on user-generated content.
His passion for eradicating pain points and amplifying workflows with easy-to-use and scalable tools has also driven him to release five assets for Unity in the Asset Store.
Timo loves RPGs and The Elder Scrolls III: Morrowind will always have a special place in his heart.

Croatia
Known for: Developing his own network engine at the ripe old age of 18
Tino is an extremely bright young programmer who loves multiplayer engine programming. Before developing his own network engine and joining coherence, Tino participated in many competitions in robotics, algorithms and datastructures. The strongest showcase for his skills so far is coherence’s excellent game object interpolation – it’s quite a lot smoother after Tino applied his magic to it!
While not working, he still enjoys programming on his personal websites using Angular and .NET. Other than building software, he likes to build real things too, lately furniture.

Canada
Known for: Unity, Autodesk, CAE Flight Simulator software
Wes started his career slinging flight simulator software at CAE, but has now worked in games tools and services marketing for 13 years. At Autodesk he worked on 3D content creation tools like Maya and 3ds Max, as well as middleware, and also launched Maya LT and the Stingray engine for indies.
At Unity he worked on artist and designer tools in the engine, then was the indie developer marketing manager, and lastly Sr Manager of the product marketing team covering Unity Gaming Services.
He loves the creative and business challenges that come with making video games and is still naive enough to believe we can find a way to sustainably make great games that don’t burn out the creators that make them.
At present, we do not have any job openings.
The principles and values that shape how we work together as a distributed team
At our distributed company, we're all about human connection. We start each day with a chat, building rapport beyond our tasks and recognizing that we all have lives outside of work. We trust everyone to be engaged, understanding that flexibility and mental health are essential for our best work. We value curiosity and accept our differences, knowing that together, we're a stronger team.
We're an agile company that adapts to changing priorities, with processes that serve us, not the other way around. We're mindful of our work and why we do it, and we'll put in extra effort for a deadline when it makes sense for the business. While we move fast, we always consider our team's needs and limits. Our people are the heart of the company, and we make decisions on planning and roadmaps together. Internally, we prioritize honesty and transparency, sharing important information across all topics.
We're a team of passionate game developers committed to helping our peers. We're dedicated to improving our product and the quality we deliver, which is why we regularly use our own tool to experience it from a client's perspective. We also hold internal Game Jams to continuously test and refine our work. While we're confident in our product, we're always looking for ways to improve, driven by our clients' satisfaction and our belief that there's always more to learn.