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The people

Twenty people.
One horizon.

We are engineers, artists, designers, writers, and community people — a small studio with a long view, based in Los Angeles and spread across North America. Everyone here owns something real.

20

People

06

Disciplines

09

Years together

Showing all 20

Portrait of Kai Lin
Leadership林凯

Kai Lin

Co-Founder & Chief Executive Officer

Kai started Horizon in a garage in Echo Park with a single Unturned server and a stubborn belief that a small team could out-build anyone. He now leads studio strategy, partnerships, and the increasingly complicated art of keeping twenty very opinionated developers pointed in the same direction.

Studio strategyPartnerships
Los Angeles, CASince 2017
Portrait of Mei Zhao
Leadership赵玫

Mei Zhao

Co-Founder & Chief Creative Officer

Mei built the first version of San Aurelio out of borrowed assets and sheer will, and has been Horizon's creative north star ever since. She oversees worldbuilding, art direction, and the rule that no fictional city gets a name until someone has drawn its skyline by hand.

WorldbuildingArt direction
Los Angeles, CASince 2017
Portrait of Jian Wu
Leadership吴健

Jian Wu

Chief Technology Officer

Jian spent a decade in real-time graphics before deciding the most interesting rendering problems were the ones nobody had solved yet. He architected VxEngine around a simple, unfashionable idea: shipping frames on time matters more than winning a forum argument.

VxEngineRendering
Los Angeles, CASince 2019
Portrait of Lian Chen
Leadership陈莲

Lian Chen

Executive Producer

Lian joined from a AAA production background and immediately cut the studio's meeting count in half. She owns roadmaps, external production partners, and the delicate process of turning ambitious ideas into dates that survive contact with reality.

ProductionRoadmaps
Los Angeles, CASince 2021
Portrait of Wei Zhang
Design张伟

Wei Zhang

Game Director — Project 夜龙

Wei joined Horizon after eight years designing competitive multiplayer systems, and pitched Night Dragon in a 46-page document that nobody has fully recovered from. He is responsible for the game's combat philosophy, its living-world simulation, and the phrase 'that's a launch feature' being banned in the studio.

Game directionCombat
Los Angeles, CASince 2022
Portrait of Xinyi Liu
Design刘欣怡

Xinyi Liu

Narrative Director

Xinyi writes about people living inside history rather than the people who think they're making it. She leads the Night Dragon writing room and the studio's approach to environmental storytelling, where a burned gate can do more work than a cutscene.

NarrativeWorldbuilding
Remote — Seattle, WASince 2023
Portrait of Lei Ma
Design马磊

Lei Ma

Lead Systems Designer

Lei is the person who insists every number in a design doc needs to justify itself. He owns Night Dragon's progression, territory, and economy systems, and has a reputation for finding the one degenerate strategy in a build within forty minutes of playing it.

SystemsEconomy
Los Angeles, CASince 2022
Portrait of An Qi
Design齐安

An Qi

UX & Interface Director

An designs interfaces for players who would rather be looking at the world than at a menu. She leads a small UI team across both Night Dragon and Horizon RP, with a particular obsession for readability in the worst possible lighting conditions.

UXUI
Remote — New York, NYSince 2023
Portrait of Hao Wang
Engineering王浩

Hao Wang

Principal Rendering Engineer

Hao owns VxEngine's renderer, from the visibility system to the last stubborn millisecond of the frame graph. His work on temporal reconstruction is the reason Night Dragon can put a hundred thousand blades of grass on screen without asking your GPU for a second mortgage.

RenderingGPU
Los Angeles, CASince 2020
Portrait of Ming Tan
Engineering谭明

Ming Tan

Director of Online Technology

Ming built the server mesh that keeps Horizon RP's cities feeling alive and is now scaling those ideas to Night Dragon's persistent world. He cares about latency the way other people care about football, which is to say loudly and at length.

NetworkingBackend
Los Angeles, CASince 2021
Portrait of Yun Xie
Engineering谢云

Yun Xie

Technical Art Director

Yun sits exactly where art and engineering collide, building the pipelines that let the art team spend their time making things instead of fixing import errors. She owns VxEngine's material system, character pipeline, and the studio's increasingly elaborate asset validation dashboard.

Technical artPipeline
Los Angeles, CASince 2021
Portrait of Tao Jin
Engineering金涛

Tao Jin

Senior Tools & Pipeline Engineer

Tao builds the editor tools that the rest of the studio opens before coffee. His brief is simple: if an artist has to type a command to do something twice, it becomes a button. He is currently three buttons ahead of schedule.

ToolsEditor
Remote — Austin, TXSince 2022
Portrait of Jia Zhou
Art周佳

Jia Zhou

Character Art Director

Jia leads the team responsible for every face, silhouette, and stitch of cloth in Night Dragon. She is a fierce advocate for wear and tear as a storytelling tool, and has been known to reject a costume for being 'too clean for someone who has ridden for three days.'

CharactersCostume
Los Angeles, CASince 2022
Portrait of Bo Sun
Art孙博

Bo Sun

Environment Art Lead

Bo turns blockouts into places you can smell. He leads environment art for Night Dragon's four regions and San Aurelio's ongoing expansion, with a particular talent for making a courtyard feel lived in using nothing but a chair, a shadow, and three days of iteration.

EnvironmentsLevel art
Los Angeles, CASince 2021
Portrait of Wen Li
Art李文

Wen Li

Animation Director

Wen's animation philosophy fits on a sticky note: weight first, flourish second. He leads combat and cinematic animation for Night Dragon and has spent the better part of two years making sure a two-handed sword feels like it costs something to swing.

AnimationCombat feel
Remote — Vancouver, BCSince 2023
Portrait of Shuang He
Art何爽

Shuang He

VFX & Lighting Lead

Shuang makes the invisible visible: ash on the wind, heat off a roof, the exact quality of red you get when a fire is reflected in rain. She owns Night Dragon's lighting language and the studio's growing library of VxEngine particle presets.

VFXLighting
Los Angeles, CASince 2023
Portrait of Rui Feng
Audio冯睿

Rui Feng

Audio Director & Composer

Rui writes the sound of Horizon — from San Aurelio's traffic to the low brass that announces Night Dragon's first trailer. He leads a distributed audio team and records as much as possible in the real world, including a very confused session with a 200-year-old temple bell.

CompositionSound design
Los Angeles, CASince 2022
Portrait of Ting Xu
Community & Operations徐婷

Ting Xu

Community Director

Ting has been in Horizon RP's Discord since before it had a name, first as a player, then as a moderator, now as the person who keeps a community of thousands feeling like a neighborhood. She runs events, feedback programs, and the studio's rule that every update gets read by at least three players before it ships.

CommunityEvents
Los Angeles, CASince 2019
Portrait of Chao Deng
Community & Operations邓超

Chao Deng

Head of Quality

Chao leads quality across engine, live game, and Night Dragon, which means he is professionally paid to break things. He built the studio's automated performance test farm and the manual test culture that catches the things automation still misses.

QAAutomation
Remote — Chicago, ILSince 2021
Portrait of Qing Yang
Community & Operations杨晴

Qing Yang

Head of People & Culture

Qing makes sure a studio full of intense, talented people stays a place where those people actually want to work. She leads recruiting, learning and development, and the small cultural rituals — Friday build demos, the annual studio trip — that hold Horizon together.

PeopleRecruiting
Los Angeles, CASince 2020

Interested in joining us? See open roles.

How we work

Small by choice.
Serious by default.

Being twenty people is a feature. It means decisions happen in a room, not a committee. It means every person can see the whole picture. And it means we have to be deliberate about what we say yes to.

Ownership

Every full-time employee has real responsibility and profit sharing.

Hybrid

Los Angeles HQ, remote across North America, four all-studio weeks a year.

No crunch

We plan around sustainable hours and treat overtime as a failure.

Craft

Friday build demos, regular playtests, and a studio that plays the games.

Join the team

We are hiring.

Eight open roles across engine, game, art, and live operations. If you do not see a fit but think you should be here, write to us anyway.