WHO WE ARE
We’re no-nonsense builders, redefining chaos through fast-paced, adrenaline-fuelled multiplayer games.
Create unhinged action that is deeply social and endlessly replayable.
Our vision
Deliver high-octane moments with friends that can’t be found anywhere else, where connection thrives in the chaos.
Our goal
OUR BACKSTORY
Lawrence and Karl met in 2013 during their university days. Bonding over gamejams, a shared obsession of building worlds that players get lost in. Beginning a decade-long journey through startups, large studios, and indie where they experienced everything from cancelled prototypes to shipped titles.
What carried them through was their belief in the craft of game development and the people behind it. That belief became the foundation for Chaotic Works.
Built on trust, shared experience, and the freedom to create without compromise. Their debut game draws from the interactivity of Crysis & Farcry 2, the exploration of FUEL, and the chaos of Battlefield 3. These influences come together in a modern, reactive world that encourages chaos, creativity, and player-driven moments.
Chaotic Works is not just about launching and nurturing games. It’s about building lasting teams that believe in each other, and in delivering unhinged multiplayer chaos, novel social dynamics and gameplay that’s earned, visceral, and humbling.
Meet the Team
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Jax Li
LEAD GAME DESIGNER
Jax began his journey in QA before moving into level and systems design, spending years in the trenches as a hands-on designer and scripter. He’s worked with indie teams across genres, guiding projects from early concept through to launch.
Most recently, he led design in a co-dev role with Bethesda Game Studios. Jax is passionate about systems that balance familiarity with fresh thinking, and thrives in environments where ideas are tested, challenged and made stronger through collaboration.
He’s driven by the process of turning vision into experience, and finds just as much joy in seeing players surprise him as he does in building the world they play in. -

Will Gapper
SOFTWARE ENGINEER
Will has worked in the games industry for four years, starting developing assets for the unity asset store with GapperGames Studios. He focuses on building modular systems and combining them into rich, engaging gameplay. With a strong technical background and a creative approach, Will is driven by the challenge of designing mechanics that are both functional and meaningful.
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Tobias Bailey
VIDEO & NARRATIVE SPECIALIST
Tobias has worked in the games industry for over 12 years, with a focus on building dynamic systems and player-driven experiences. Starting out creating WoW PvP movies, he’s always been passionate about the ways players engage with and shape games. Tobias thrives on designing sandboxes and ecosystems that let players tell their own stories and forge their own paths within the game world.
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Lawrence Grabowski
CO-FOUNDER
Lawrence is a game designer with 10+ years of experience, starting with a café venture at 10 to fund his gaming passion. He’s contributed to titles like Sniper Elite 5, specializing in combat, economy and technical systems, and large-scale multiplayer prototypes. With a passion for unhinged multiplayer chaos and player choice (looking at you Battlefield 3).
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Karl Francis
CO-FOUNDER CTO
Karl is a seasoned engineer with 10+ years in game dev, leading porting and development across iOS, PlayStation, Xbox, and Switch. His expertise includes graphics programming, engine tooling, and technical leadership at studios like Microsoft Lionhead, driven by a passion for blending art and tech to create immersive and deeply interactive worlds (Crysis) that are highly performant.
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Sam Jones
MARKETING DIRECTOR
Sam is a games industry veteran with over 10 years of experience leading Social, PR, Influencer, and Event campaigns for global publishers. He co-founded Pinpoint, where he built and led the influencer and social division. Sam is passionate about how games, regardless of budget, can create powerful emotional connections and lasting memories for players.
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Andy Pattinson
ART DIRECTOR
Andy is a veteran artist with over 20 years in the games industry, having worked on major titles at Rebellion, nDreams, and now Chaotic Works. With experience leading art on AAA projects, he thrives on creativity, problem solving, and cross-discipline collaboration. Andy is passionate about building immersive worlds and pushing the limits of tools, engines, and hardware.
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Damien Turland
LEAD ARTIST
With 13 years in the industry, Damien has built environments across console, PC and VR, growing from 3D generalist to leading multi-discipline teams. He’s passionate about crafting immersive worlds and tackling creative and technical challenges head-on.
From AAA racers to innovative VR titles, Damien brings artistic vision and clear leadership. At Chaotic Works, he’s defining the look and feel of our survival game, blending atmosphere, detail and scale to create unforgettable spaces.
Grounded in traditional art and driven by collaboration, he thrives on the pace and variety of game development - no two projects are ever the same. -

Steve Bilton
PRINCIPAL SOFTWARE ENGINEER
With over 17 years in the industry, Steve has built a career around crafting AI and gameplay systems that respond to players in smart, satisfying ways. He started out building mods before going pro and hasn’t looked back since.
At Chaotic Works, he’s leading the technical direction of our new survival game, shaping everything from enemy behaviour to player feel. Steve’s an engineer with a sharp design eye, always focused on how systems translate into unforgettable player moments.
What drives him is watching players in action. Every playtest reveals something new, and that feedback loop is where the real work begins. -

Aron Reščec
SENIOR VEHICLE ENGINEER
Aron is a physics-focused developer with a background in creating top-selling Unity and Unreal assets, frequently ranked among the best in the Physics category.
A racing sim enthusiast, he’s drawn to the visual and tactile feedback of game development and the challenge of replicating real-world motion in digital environments, fueling his passion for building responsive, realistic systems. -

Krystian
SOFTWARE ENGINEER
Krystian is a developer working on his first large-scale game project, bringing experience from freelance work and selling assets on the Unreal Engine Marketplace. He’s driven by a passion for creating experiences that resonate with players. Before entering game development, Krystian competed as a professional League of Legends player under the name ‘Czaru’, bringing the same focus and discipline to his work in games.
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Hugo Bomberen
LEVEL DESIGNER
Hugo recently joined the games industry after earning a degree in Game Design & Production from Breda University of Applied Sciences. With a background in custom maps for titles like TF2 and Quake, and several personal projects on Steam and itch.io, he brings a strong creative drive and hands-on mindset. Hugo loves being creative every day, building cool experiences for players, and finding clever, efficient ways to solve design challenges.
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Paul Tarnowski
VEHICLE ARTIST
Paul began building 3D models for Fallout 4 mods in 2017, inspired by immersive sims and RPG's like Fallout 3. Since then, he’s shaped the worlds of RAILGRADE, Zephon, Desynced, and ExeKiller. He built most of the buildings and drones for the first three, and in ExeKiller, created props, tools like an electronic lockpick, and the full fleet of cars (including the one in the trailer). Paul’s passion lies in turning concepts into playable spaces, and learning from the craft of others across every part of game development.
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Andy B
SENIOR ARTIST
Andy is an environment, prop, and material artist with over 13 years in the games industry, spanning both AAA and independent projects. He has contributed to titles such as Driveclub, Star Citizen, and Hyenas while working at studios including Evolution Studios, Cloud Imperium Games, Electric Square, Creative Assembly, and as a freelance artist. Constantly refining workflows, pipelines, and visual development, he thrives on solving artistic and technical problems, always driven by a love of learning new tools, new processes, and collaborating with great people.
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Jake
CONCEPT ARTIST
Jake is a concept artist and illustrator who has been working in games since 2017, after early freelance / digital media work and a first art gig in 2013. He has contributed to VR titles like Synapse, Ghostbusters: Rise of the Ghost Lord, and Fracked, as well as console games including Team Sonic Racing, Human Fall Flat, and Goosebumps: The Game. Previously at Sumo Nottingham and nDreams and now freelancing, he thrives on the fast pace of game development, constantly tackling new problems and design challenges as the technology evolves.
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BRENNEN
ANIMATOR
Brennen is a game animator with a year of studio experience, credited on Wraith Ops as a viewmodel animator. Brennen built the Rhythm Shoot House UE5 project from the ground up, putting stylised first-person animation front and center. With three years in Blender across modelling, sculpting, and animation, Brennen is comfortable handling almost the entire 3D pipeline. He loves teaming up with specialists and pushing together toward games that feel bigger, sharper, and more exciting than anything one person could make alone.
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Iavet
TECHNICAL ANIMATOR
Iavet is a technical animator with nearly four years in the games industry, three of those focused on bridging animation and engineering. Since starting on indie projects in Peru as an Unreal generalist, he has brought characters and gameplay to life at Blue Panda Studio on Nyan Heroes and at Bamtang Games for titles like DreamWorks All-Star Kart Racing and Looney Tunes: Wacky World of Sports. Now at Chaotic Works, he thrives on solving complex problems with creative thinking, energized by the supportive, passionate teams that make game development so rewarding.
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Andrew
SENIOR WEAPONS ARTIST
With a master’s in Architecture and City Planning and a lifelong passion for FPS games and weapon design, Andrew brings precision and creativity to the art of digital weaponry. With over five years in the games industry, he’s shaped the visual identity of La Quimera at Reburn and contributed weapon assets to SQUAD. His work combines technical mastery and artistic vision to craft immersive, meaningful experiences for players worldwide.
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Harry
VFX ARTIST
Harry is a 3D generalist turned game artist, currently working on his first industry title with Chaotic Works. Drawing on experience as a Maker for Little Inventors, creating 3D models for the National Trust, and producing visuals for Choriza May, he blends playful ideas with strong technical craft. Pushing his artistic and technical limits in games, he is focused on growing into a standout VFX artist while learning from every discipline around him.
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LAURA
ARTIST
Laura brings two decades of creativity, collaboration, and technical expertise to every project. She’s contributed to acclaimed titles including Aliens vs Predator, Sniper Elite V2, Oddworld: New ’n’ Tasty, Spaceteam VR, The Magnificent Trufflepigs, and Starship Home. After seven years at Rebellion and four at Just Add Water, Laura has freelanced since 2017, partnering with diverse studios on a wide range of games. She thrives on collaboration, blending artistic flair with problem-solving to craft memorable experiences and continually push her creative and technical boundaries.

