Pages

About us

8

PROJECTS
IN THE MAKING

3

GAME INFORMER
COVER STORIES

8

GREAT
LOCATIONS

21

YEARS OF
EXPERIENCE


OUR
STORY


Today we are a major AAA games development studio, operating on two continents. We’ve come a long way from being just a local industry pioneer in the early 2000s. Our goal is to always find the right balance between the studio’s heritage and our ambitious plans.

 
’02

’02

PEOPLE CAN FLY is established in Warsaw

’04

’04

PAINKILLER gets released

’07

’07

We become part of EPIC GAMES FAMILY

’11

’11

Original BULLETSTORM is released

’13

’13

We are EPIC GAMES POLAND

’13

’13

GEARS OF WAR: JUDGMENT hits stores

’15

’15

We go independent again, PCF is back on the gamedev map

’16

’16

Production of OUTRIDERS begins

’17

’17

We open our first studio overseas in NEWCASTLE, the UK.

’17

’17

BULLETSTORM: FULL CLIP EDITION is out

’18

’18

We launch our second studio in Poland, PCF RZESZÓW

’19

’19

PCF and SQUARE ENIX reveal OUTRIDERS for the first time

’19

’19

We welcome our NEW YORK STUDIO on board

’19

’19

BULLETSTORM: DUKE OF SWITCH EDITION premieres

’20

’20

OUTRIDERS is PCF’s third game featured on the cover of Game Informer

’20

’20

We open our first start-up studios in Łódź and Montreal

’20

’20

We announce PCF’s new action-adventure AAA project

’20

’20

We announce Take-Two Interactive and Square Enix as our partners for new AAA projects

’20

’20

PCF’s IPO

’20

’20

PCF’s debut on the Warsaw Stock Exchange

’21

’21

OUTRIDERS premieres on April 1st

’21

’21

We establish our new subsidiary in Chicago

’21

’21

We acquire Game On

’21

’21

We enter AA segment
and new genres

’21

’21

Incuvo S.A. joins
PCF Group

’22

’22

We are over 500 Aviators worldwide

’22

’22

We are 20

’22

’22

Outriders Worldslayer launch

’23

’23

We update our strategy and focus on self-publishing

’23

’23

We announce Bulletstorm VR

’23

’23

We welcome PCF Publishing in Dublin


PCF
CREW


Here you can get to know the people of People Can Fly. Meet the creative minds behind our games in the making.

“Awesome AAA projects, cutting edge hardware, software and development tools and an elite team from across the globe make People Can Fly an exciting and always dynamic place to work, learn and grow.”

– Sebastian Wojciechowski, PCF’S CEO

 

Sebastian Wojciechowski

CEO, Studio Head, Lead Producer

Mateusz Kirstein

Co-Head of Studios Europe

Sam Girardin

Co-Head of North America

Adam Parsons

Chief Development Officer

Adam Alker

Head of Transformation

Bartosz Kmita

Creative Director, Outriders Game Director

Bartosz Biełuszko

Art Director

Jarosław Surowiec

Technical Director

Krzysztof Dolaś

Technical Art Director

Tristan Jackson

Development Director

Abe Taraky

Art Director

Jeff Siadek

Development Director

Jon Buran

Art Director

Laurent Malville

Creative Director

Philippe Baude

Game Design Director

Fabien Poupineau

Technical Director

Marc-Andre Clermont

Level Design Director

Daniel Krzywania

Animation Director

Kay Huang

Art Director

Eugene Massey

Design Director

Lukasz Skurczynski

Associate Art Director

Jaroslaw Palczynski

Technical Director

Valerian Noghin

Associate Creative Director

Matthieu Garaud

Level Design Director

Matthew Pearson

UI Director

Alex Stokes

QA Director


PCF
MISSION:


Every day we are working together to make People Can Fly a special place to be, a flexible and positive workspace without too much of a formal structure, unnecessary paperwork or hard-and-fast rules.

However, this approach wouldn’t be possible without keeping a few things on our radar. Here’s what we believe in as a development community.

 

AVIATORS ACROSS PCF ARE UNITED BY OUR VALUES - THEY ARE IN OUR DNA:

  • CANDOR: the freedom and honesty to communicate openly
  • ACCOUNTABILITY: of our decisions, ideas, and commitments
  • TEAMWORK: collaboration is essential to leverage our shared passion and that a diversity of perspectives always makes us stronger
  • RELENTLESSNESS: the courage to challenge the status quo and implement unique ideas

PCF’S GAMES ARE DEVELOPED WITH PASSION AND POWERED BY FREEDOM AND AGILITY.

We are committed to making the production process as creative as possible.

PEOPLE CAN FLY IS A PEOPLE’S COMPANY; WITH A STRONGLY SUPPORTIVE ENVIRONMENT, AN INTERNATIONAL CREW AND A HIGH RESPECT FOR DIVERSITY.

With our team constantly growing, we want this studio to feel like home to everyone at PCF. We have zero tolerance for intolerance.

WE BELIEVE WE CAN FLY – WE ARE AMBITIOUS AND NEVER STOP EXPANDING.

When we left Epic Games eight years ago as a handful of people, we did not expect to fly so high, so fast – and we want to keep that level of energy for years to come.

WE WANT THE PEOPLE CAN FLY BRAND TO BE GLOBAL, INNOVATIVE AND ASSOCIATED WITH TOP QUALITY PRODUCTS AMONG THE PLAYERS AROUND THE WORLD.

Get ready, we were pioneers and we will be real Outriders of this industry.


 

OUR
HQ
WARSAW





OUR
PARTNERS


We wouldn’t be where we are without our amazing partners. Our longstanding cooperation with them is PCF’s rocket fuel.

 

Unreal Engine (UE5) is a complete suite of creation tools for game development, architectural and automotive visualization, linear film and television content creation, broadcast and live event production, training and simulation, and other real-time applications.

unrealengine.com

Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. Square Enix Ltd. also has a global network of leading development studios such as Crystal Dynamics® and Eidos Montréal®. The Square Enix group of companies boasts a valuable portfolio of intellectual property. Square Enix Ltd. is a London-based, wholly owned subsidiary of Square Enix Holdings Co., Ltd.

square-enix-games.com

Founded in 2016, Gearbox Publishing was established with the goal of helping developers around the world bring their products to market while retaining their unique creative visions. The mission began with the critically-acclaimed Homeworld Remastered Collection for PC, and has since been followed by many partnerships that include Compulsion Games’ We Happy Few, People Can Fly’s Bulletstorm: Full Clip Edition, Hopoo Games’ Risk of Rain 2, and System Era Softworks’ Astroneer. Gearbox Publishing remains committed to its mission to entertain the world and become one of the most developer-friendly publishers in the industry.

gearboxpublishing.com

Microsoft Gaming is a multinational video game and digital entertainment division of Microsoft. Microsoft Gaming produces the Xbox brand of video game consoles and services, in addition to overseeing the production, game development, publishing, research and development, sales (hardware, software, and services) of Xbox, and the division’s three publishing focused subsidiaries worldwide.

www.microsoft.com


OUR
SUBSIDIARIES


Our acquisitions have contributed to the studio’s growth and broadening PCF’s expertise. Get to know amazing companies that are part of our Group.

 

Established in 2002, Game On specializes in motion capture, cinematics and audio services for the leading companies in the gaming industry. It employs over 30 professionals. Game On has helped to craft award-winning games in close collaboration with companies like Electronic Arts, Sony Interactive Entertainment, Square Enix, Take-Two Interactive, Tencent, Warner Bros. Interactive Entertainment, and Xbox Game Studios.

https://www.gameon.studio/

Founded in 2012, Incuvo is a studio of over 50 individuals working from Poland, Katowice. Incuvo is one of the top VR developers in Poland and its work for Bloober Team S.A. on the VR versions of their horror games brought them international recognition. With 10 years of experience in making games, the studio is aiming to expand the genre even further and become one of the top developers of the growing worldwide VR market.

https://incuvo.com/

Career

SPREAD YOUR WINGS
IN THE GAMEDEV INDUSTRY
WITH PEOPLE CAN FLY.


HOW
WE FLY

 

GET UNREAL IN UNREAL ENGINE!

We’ve been working in UE for nearly 16 years now and we know it inside out. We are one of the most experienced Unreal Engine teams worldwide and we significantly contributed to UE’s development. We were part of the EPIC GAMES family from 2007 to 2015. 

SEIZE THE MOMENT WITH PCF!

We love expanding, exploring and flying high. We are one of the fastest growing companies in Poland and in Europe, at a very unique moment of its life cycle. Embark on this amazing journey with us and become a part of something truly special.

WORK FOR A GLOBAL ORGANIZATION

We are 650+ team operating in Europe and North America. 

We give you an opportunity to flourish in the PCF’s international structures as no dealing with dull corporate culture is included. Flat organizational set-up, straightforward communication and quick decision making are what People Can Fly is all about.

DIVE INTO THE MULTIPROJECT AAA ENVIRONMENT!

One is never enough. Jump into the vibrant world of PCF’s action games production and enjoy the richness of our pipelines. Join our projects on different stages of their development, improve them or build them from scratch, share your ideas, work with the world’s leading publishers and vendors. Don’t get bored.

LEARN FROM THE BEST

We are the company with long tradition and high seniority on board, we’ve been on the market since 2002. We are the pioneers, and we are like wine – the older, the better.

We attract top talents and we help them to reach their highest potential.


At People Can Fly you will get a chance to work with extremely experienced and passionate team leaders, independent AAA professionals, who understand, value and nurture quality standards of top-level games production.

BE ON THE COVER OF THE GAME INFORMER MAGAZINE!

We are the only Polish studio with three GI covers – Bulletstorm (2011), Gears of War: Judgment (2013) and Outriders (2020). Let’s chase the fourth one together.

FEEL GOOD AT PEOPLE CAN FLY!

Everything we do as a company we do to support teamwork and team spirit within the PCF. We feel that more and more demanding and complex game development process requires a supportive environment for our employees. 

We try to create it every day and avoid internal competition, politics or unnecessary crunch.


We work towards building a community where satisfaction, motivation, good atmosphere and inspiration are always on a high level, and 80% of PCF’ers think we’re doing it just right.

Come and see for yourself!

FEEL FREE AT PCF!

We are free spirits; we love being independent and we have this strong desire to make great games on our very own terms. That’s why we left Epic Games 8 years ago. 

It was a big decision that instantly paid off, because it came from our DNA. We grew from 40 to over 650 people, from 1 to 8 locations, from our creative ideas to 8 projects in the making.


Having said that, we give ownership and high level of creative freedom to our team members. 80% of employees feel that they have an impact on how our games look like and 88% feel free to suggest new designs and improvements.

FEEL SAFE WITH PEOPLE CAN FLY!

We are dreamers and aviators, but we like to keep our feet on the ground. We offer stability of employment, competitive salaries and opportunities to grow. 

We made our debut on the Warsaw Stock Exchange in December 2020. We believe this decision will shape PCF’s future even more positively and will take the studio to the next level. 


During the difficult times of Covid-19 pandemic, we remained a “healthy company”. No layoffs and to the contrary, we were constantly looking for new faces and our new hires rate was on the rise. Today, with so many projects in the making, we are still on the lookout for talent to strengthen our crew and help us deliver the best experiences to gaming communities around the world.

Our outstanding HR team will provide you with comprehensive assistance to make your work and life at People Can Fly as comfortable as possible for you and your loved ones.


A lot of our Aviators are working remotely, so practically, you can join PCF from almost every corner of the earth at the moment.


WE NEVER STOP
LOOKING FOR
NEW
TALENT



BECOME
AN AVIATOR

 

Stage 1

APPLICATION REVIEW

Your application will be carefully assessed by our dev team. Should you meet the key requirements for the role, our Recruiters will reach out to you shortly!

Open postions

Stage 2

LET’S TALK

First stage of the recruitment process is an interview with our recruitment team. The goal of this meeting is to give you more information about People Can Fly and the role you are applying for. Additionally, it’s a perfect opportunity for us to get a bit more information about you and your professional profile!

Stage 3

SHOW YOUR SKILLS

Next stage is usually a bit more practical as we would love to see you in action! At this point of the process we will ask you to tackle our test assignment which will be tailored to the role you are applying for.

Stage 4

MEET OUR DEVS

If you pass the test you will have an opportunity to talk directly to our dev team! We will take a deep dive into your test and experience and try to give you a better perspective on your future role at PCF.

Stage 5

ALMOST ON BOARD

Congratulations you’ve reached the last stage of the recruitment process and you will now meet with our HR team. The goal of this conversation is to cover all outstanding topics and answer any additional questions you might have. After this conversation both sides decide if they want to fly together and if so you will receive an offer!


Our
Studios




WHAT
THEY
SAY
ABOUT
PCF

Stuart Ellis<br />
<small>Lead Concept Artist<br />
at PCF Newcastle</small>

Stuart Ellis
Lead Concept Artist
at PCF Newcastle

Since Joining PCF I’ve had the privilege to work alongside some amazingly talented devs. I’ve never been part of a team that has so much respect and trust across an entire project. From a craft perspective I feel as though I’m learning something new every day and can’t wait to see where this journey takes me and my team.

Aleksandra Devic<br />
<small>Technical Game Designer<br />
at PCF Warsaw</small>

Aleksandra Devic
Technical Game Designer
at PCF Warsaw

Working at PCF brought me just what I wanted: a great team, people who are creative and knowledgeable, kind and willing to help. What I got while not knowing I needed it, was respect and the feeling that my ideas have value. It’s just a bunch of people passionate for game development and it shows, especially in the work atmosphere.

Michał Nowak<br />
<small>Lead Technical<br />
Level Designer<br />
at PCF Warsaw</small>

Michał Nowak
Lead Technical
Level Designer
at PCF Warsaw

PCF is kind of a lifestyle. You do what you like. You contribute to a huge, amazing project. It takes some time so you are getting tired, but the final result rewards you. When another project appears you realize that there are new and exciting things ahead.

Christopher Prunotto<br />
<small>Audio Designer<br />
at PCF Chicago</small>

Christopher Prunotto
Audio Designer
at PCF Chicago

Joining PCF Chicago has been a homecoming of sorts, and the best decision of my career thus far. Genuine encouragement for everyone to share ideas across disciplines speaks volumes to the team’s trust in itself. Teammates are frequently given the latitude to explore and develop their creative skills, and leadership often empowers Aviators to take on new challenges, helping us learn as much from our mistakes as we do from our successes

Liz Hubley<br />
<small>Lead Environment Artist<br />
at PCF Newcastle</small>

Liz Hubley
Lead Environment Artist
at PCF Newcastle

At PCF I feel like I’ve found a home where I can push myself creatively and technically all while being supported by a top notch team that shares my passion for a healthy and happy team.

Roland Lesterlin<br />
<small>Creative Director<br />
at PCF New York</small>

Roland Lesterlin
Creative Director
at PCF New York

It’s a privilege to be a part of the astonishing growth at PCF bringing in inspiring and talented developers from across the globe who pour their passions into innovative and exciting projects that will surely delight our fans for years to come.

Bret Allen<br />
<small>Senior Writer<br />
at PCF Warsaw</small>

Bret Allen
Senior Writer
at PCF Warsaw

People Can Fly made me very welcome from the moment I arrived. The office is a unique space that has provided laughs as well as creative opportunities, along with no shortage of snacks.

Paulina Cieciórska<br />
<small>Employee Engagement<br />
Specialist<br />
at PCF Warsaw</small>

Paulina Cieciórska
Employee Engagement
Specialist
at PCF Warsaw

We all feel like one big family, we help each other in every aspect, not only with work stuff, and always try to motivate one another. You can be sure that you will make friends for life at PCF.

Adrian Czyżowski<br />
<small>Narrative Designer<br />
at PCF Rzeszów</small>

Adrian Czyżowski
Narrative Designer
at PCF Rzeszów

In PCF Rzeszów studio I can fly high. The atmosphere here is very friendly, people from the company are awesome and very helpful. If you want to make your dreams come true and become a game developer, the PCF company is a perfect place where you can learn and grow – and I am the perfect example of this.

Anish George<br />
<small>Senior Animator<br />
at PCF Warsaw</small>

Anish George
Senior Animator
at PCF Warsaw

Working in the gaming industry for more than 10 years on several AAA titles, I can confidently say that PCF is the place where great work – life balance is possible, side by side with making top class games. That’s a rare combination in this business.

Maria Cholakova<br />
<small>Online Programmer<br />
at PCF Warsaw</small>

Maria Cholakova
Online Programmer
at PCF Warsaw

PCF is a great place to work! With several interesting projects at hand, we definitely get the opportunity to learn a lot of things and develop our professional skills. But above all, PCF’s greatest asset is its people – everyone is very motivated, eager to do their best, always friendly and ready to help.

Pablo Castro Fernandez<br />
<small>Senior Lighting Artist<br />
at PCF Warsaw</small>

Pablo Castro Fernandez
Senior Lighting Artist
at PCF Warsaw

Working at PCF has been rad. I’ve figured out what teamwork really means, and it’s made me feel like I’m part of the crew. They’ve given me the freedom to do my own thing, and I’ve come up with some pretty sweet ideas. But what’s really made it awesome are the peeps I’ve met. I’ve made some killer friends, and we all have each other’s backs.

John Rosato<br />
<small>Senior Level Designer<br />
at PCF Warsaw</small>

John Rosato
Senior Level Designer
at PCF Warsaw

I work with fantastic teammates who enable me to make the most badass stuff. I have support and freedom to try crazy new ideas that push our project forward and give players some extra cool moments.

Haley Sullivan<br />
<small>Technical Animator<br />
at PCF Chicago</small>

Haley Sullivan
Technical Animator
at PCF Chicago

At PCF, I get to be part of a fantastic development team working on great games. As a newcomer to this industry, I’m empowered by my team to push myself and grow my skills every day. It’s rewarding to collaborate with my colleagues across the world and create art together. I can’t wait to see what comes next!

Marcin Mitręga<br />
<small>VFX Artist<br />
at PCF Rzeszów</small>

Marcin Mitręga
VFX Artist
at PCF Rzeszów

PCF Rzeszów is a small part of a large PCF Family located all over the world. Most of us have known each other for many years and this adds something extra to our relation and support. If you need help, you can count on every team member – they are specialists, not only in the video game industry, but also in a broadly understood pop culture. It’s a great feeling to be able to create something with a large team and at the same time feel the atmosphere of the times when games were created in small companies, often crammed into one room. It’s also a unique feeling that you have an authentic influence on the final product.

GameReactor

GameReactor

[Outriders] A surprising, old school looter propped up by a contained sci-fi campaign, ferocious combat, and a modding system that encourages endless creativity.

Read more

Metro

Metro

[Outriders] The game’s unique mix of supernatural powers and tight cover-based shooting delivering all the thrills appropriate for an original sci-fi universe looking to engage you and friends for potentially hundreds of hours.

Read more

PlayStation Universe

PlayStation Universe

[…] Outriders is one of the best looter shooters in years, offering dynamic and blood-pumping combat, with a vast collection of weapons and powers for you to wield.

Read more

GameSpot

GameSpot

The deeper into Outriders you get, the more fun the shooting becomes as you start to rack up the Legendary guns that do awesome, ridiculous things.

Read more

Game Informer

Game Informer

Outriders is an explosively chaotic looter shooter that pulls from the best of the best of People Can Fly’s previous games while offering a new tale that takes some seriously wild turns.

Read more

GamesRadar+

GamesRadar+

People Can Fly’s ardent dedication and careful curation of fan feedback […] has been supremely successful.

Read more

Screen Rant

Screen Rant

After spending time running through all the new content in [Outriders] New Horizon, it’s hard not to get back in the groove of what Outriders bring to the table.

Read more

Forbes

Forbes

A common request for Outriders was to have a transmog system […]. Now, that system is here, and it might be the single best transmog setup I’ve seen this genre.

Read more

COGconnected

COGconnected

The real meat of the Outriders Worldslayer DLC comes from the new end-game content, and this is where it absolutely excels. […] This is Outriders the way it was meant to be. This is the power fantasy we want to feel in gaming.

IGN

IGN

With a fine-tuned combat sandbox, expanded build-crafting options, and a drastically upgraded endgame, Worldslayer improves upon a lot of what was already great about the original.

GameSpew

GameSpew

For those enamoured with Outriders‘ unique brand of high-octane combat seeking to max out their characters and optimise their builds, however, Worldslayer should be considered a must-have.


 

FLY
WITH
PCF




FLY
WITH
PCF


8

PROJECTS
IN THE MAKING

3

GAME INFORMER
COVER STORIES

8

GREAT
LOCATIONS

21

YEARS OF
EXPERIENCE


OUR
STORY


Today we are a major AAA games development studio, operating on two continents. We’ve come a long way from being just a local industry pioneer in the early 2000s. Our goal is to always find the right balance between the studio’s heritage and our ambitious plans.

 
’02

’02

PEOPLE CAN FLY is established in Warsaw

’04

’04

PAINKILLER gets released

’07

’07

We become part of EPIC GAMES FAMILY

’11

’11

Original BULLETSTORM is released

’13

’13

We are EPIC GAMES POLAND

’13

’13

GEARS OF WAR: JUDGMENT hits stores

’15

’15

We go independent again, PCF is back on the gamedev map

’16

’16

Production of OUTRIDERS begins

’17

’17

We open our first studio overseas in NEWCASTLE, the UK.

’17

’17

BULLETSTORM: FULL CLIP EDITION is out

’18

’18

We launch our second studio in Poland, PCF RZESZÓW

’19

’19

PCF and SQUARE ENIX reveal OUTRIDERS for the first time

’19

’19

We welcome our NEW YORK STUDIO on board

’19

’19

BULLETSTORM: DUKE OF SWITCH EDITION premieres

’20

’20

OUTRIDERS is PCF’s third game featured on the cover of Game Informer

’20

’20

We open our first start-up studios in Łódź and Montreal

’20

’20

We announce PCF’s new action-adventure AAA project

’20

’20

We announce Take-Two Interactive and Square Enix as our partners for new AAA projects

’20

’20

PCF’s IPO

’20

’20

PCF’s debut on the Warsaw Stock Exchange

’21

’21

OUTRIDERS premieres on April 1st

’21

’21

We establish our new subsidiary in Chicago

’21

’21

We acquire Game On

’21

’21

We enter AA segment
and new genres

’21

’21

Incuvo S.A. joins
PCF Group

’22

’22

We are over 500 Aviators worldwide

’22

’22

We are 20

’22

’22

Outriders Worldslayer launch

’23

’23

We update our strategy and focus on self-publishing

’23

’23

We announce Bulletstorm VR

’23

’23

We welcome PCF Publishing in Dublin


PCF
CREW


Here you can get to know the people of People Can Fly. Meet the creative minds behind our games in the making.

“Awesome AAA projects, cutting edge hardware, software and development tools and an elite team from across the globe make People Can Fly an exciting and always dynamic place to work, learn and grow.”

– Sebastian Wojciechowski, PCF’S CEO

 

Sebastian Wojciechowski

CEO, Studio Head, Lead Producer

Mateusz Kirstein

Co-Head of Studios Europe

Sam Girardin

Co-Head of North America

Adam Parsons

Chief Development Officer

Adam Alker

Head of Transformation

Bartosz Kmita

Creative Director, Outriders Game Director

Bartosz Biełuszko

Art Director

Jarosław Surowiec

Technical Director

Krzysztof Dolaś

Technical Art Director

Tristan Jackson

Development Director

Abe Taraky

Art Director

Jeff Siadek

Development Director

Jon Buran

Art Director

Laurent Malville

Creative Director

Philippe Baude

Game Design Director

Fabien Poupineau

Technical Director

Marc-Andre Clermont

Level Design Director

Daniel Krzywania

Animation Director

Kay Huang

Art Director

Eugene Massey

Design Director

Lukasz Skurczynski

Associate Art Director

Jaroslaw Palczynski

Technical Director

Valerian Noghin

Associate Creative Director

Matthieu Garaud

Level Design Director

Matthew Pearson

UI Director

Alex Stokes

QA Director


PCF
MISSION:


Every day we are working together to make People Can Fly a special place to be, a flexible and positive workspace without too much of a formal structure, unnecessary paperwork or hard-and-fast rules.

However, this approach wouldn’t be possible without keeping a few things on our radar. Here’s what we believe in as a development community.

 

AVIATORS ACROSS PCF ARE UNITED BY OUR VALUES - THEY ARE IN OUR DNA:

  • CANDOR: the freedom and honesty to communicate openly
  • ACCOUNTABILITY: of our decisions, ideas, and commitments
  • TEAMWORK: collaboration is essential to leverage our shared passion and that a diversity of perspectives always makes us stronger
  • RELENTLESSNESS: the courage to challenge the status quo and implement unique ideas

PCF’S GAMES ARE DEVELOPED WITH PASSION AND POWERED BY FREEDOM AND AGILITY.

We are committed to making the production process as creative as possible.

PEOPLE CAN FLY IS A PEOPLE’S COMPANY; WITH A STRONGLY SUPPORTIVE ENVIRONMENT, AN INTERNATIONAL CREW AND A HIGH RESPECT FOR DIVERSITY.

With our team constantly growing, we want this studio to feel like home to everyone at PCF. We have zero tolerance for intolerance.

WE BELIEVE WE CAN FLY – WE ARE AMBITIOUS AND NEVER STOP EXPANDING.

When we left Epic Games eight years ago as a handful of people, we did not expect to fly so high, so fast – and we want to keep that level of energy for years to come.

WE WANT THE PEOPLE CAN FLY BRAND TO BE GLOBAL, INNOVATIVE AND ASSOCIATED WITH TOP QUALITY PRODUCTS AMONG THE PLAYERS AROUND THE WORLD.

Get ready, we were pioneers and we will be real Outriders of this industry.


 

OUR
HQ
WARSAW





OUR
PARTNERS


We wouldn’t be where we are without our amazing partners. Our longstanding cooperation with them is PCF’s rocket fuel.

 

Unreal Engine (UE5) is a complete suite of creation tools for game development, architectural and automotive visualization, linear film and television content creation, broadcast and live event production, training and simulation, and other real-time applications.

unrealengine.com

Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. Square Enix Ltd. also has a global network of leading development studios such as Crystal Dynamics® and Eidos Montréal®. The Square Enix group of companies boasts a valuable portfolio of intellectual property. Square Enix Ltd. is a London-based, wholly owned subsidiary of Square Enix Holdings Co., Ltd.

square-enix-games.com

Founded in 2016, Gearbox Publishing was established with the goal of helping developers around the world bring their products to market while retaining their unique creative visions. The mission began with the critically-acclaimed Homeworld Remastered Collection for PC, and has since been followed by many partnerships that include Compulsion Games’ We Happy Few, People Can Fly’s Bulletstorm: Full Clip Edition, Hopoo Games’ Risk of Rain 2, and System Era Softworks’ Astroneer. Gearbox Publishing remains committed to its mission to entertain the world and become one of the most developer-friendly publishers in the industry.

gearboxpublishing.com

Microsoft Gaming is a multinational video game and digital entertainment division of Microsoft. Microsoft Gaming produces the Xbox brand of video game consoles and services, in addition to overseeing the production, game development, publishing, research and development, sales (hardware, software, and services) of Xbox, and the division’s three publishing focused subsidiaries worldwide.

www.microsoft.com


OUR
SUBSIDIARIES


Our acquisitions have contributed to the studio’s growth and broadening PCF’s expertise. Get to know amazing companies that are part of our Group.

 

Established in 2002, Game On specializes in motion capture, cinematics and audio services for the leading companies in the gaming industry. It employs over 30 professionals. Game On has helped to craft award-winning games in close collaboration with companies like Electronic Arts, Sony Interactive Entertainment, Square Enix, Take-Two Interactive, Tencent, Warner Bros. Interactive Entertainment, and Xbox Game Studios.

https://www.gameon.studio/

Founded in 2012, Incuvo is a studio of over 50 individuals working from Poland, Katowice. Incuvo is one of the top VR developers in Poland and its work for Bloober Team S.A. on the VR versions of their horror games brought them international recognition. With 10 years of experience in making games, the studio is aiming to expand the genre even further and become one of the top developers of the growing worldwide VR market.

https://incuvo.com/

Career

SPREAD YOUR WINGS
IN THE GAMEDEV INDUSTRY
WITH PEOPLE CAN FLY.


HOW
WE FLY

 

GET UNREAL IN UNREAL ENGINE!

We’ve been working in UE for nearly 16 years now and we know it inside out. We are one of the most experienced Unreal Engine teams worldwide and we significantly contributed to UE’s development. We were part of the EPIC GAMES family from 2007 to 2015. 

SEIZE THE MOMENT WITH PCF!

We love expanding, exploring and flying high. We are one of the fastest growing companies in Poland and in Europe, at a very unique moment of its life cycle. Embark on this amazing journey with us and become a part of something truly special.

WORK FOR A GLOBAL ORGANIZATION

We are 650+ team operating in Europe and North America. 

We give you an opportunity to flourish in the PCF’s international structures as no dealing with dull corporate culture is included. Flat organizational set-up, straightforward communication and quick decision making are what People Can Fly is all about.

DIVE INTO THE MULTIPROJECT AAA ENVIRONMENT!

One is never enough. Jump into the vibrant world of PCF’s action games production and enjoy the richness of our pipelines. Join our projects on different stages of their development, improve them or build them from scratch, share your ideas, work with the world’s leading publishers and vendors. Don’t get bored.

LEARN FROM THE BEST

We are the company with long tradition and high seniority on board, we’ve been on the market since 2002. We are the pioneers, and we are like wine – the older, the better.

We attract top talents and we help them to reach their highest potential.


At People Can Fly you will get a chance to work with extremely experienced and passionate team leaders, independent AAA professionals, who understand, value and nurture quality standards of top-level games production.

BE ON THE COVER OF THE GAME INFORMER MAGAZINE!

We are the only Polish studio with three GI covers – Bulletstorm (2011), Gears of War: Judgment (2013) and Outriders (2020). Let’s chase the fourth one together.

FEEL GOOD AT PEOPLE CAN FLY!

Everything we do as a company we do to support teamwork and team spirit within the PCF. We feel that more and more demanding and complex game development process requires a supportive environment for our employees. 

We try to create it every day and avoid internal competition, politics or unnecessary crunch.


We work towards building a community where satisfaction, motivation, good atmosphere and inspiration are always on a high level, and 80% of PCF’ers think we’re doing it just right.

Come and see for yourself!

FEEL FREE AT PCF!

We are free spirits; we love being independent and we have this strong desire to make great games on our very own terms. That’s why we left Epic Games 8 years ago. 

It was a big decision that instantly paid off, because it came from our DNA. We grew from 40 to over 650 people, from 1 to 8 locations, from our creative ideas to 8 projects in the making.


Having said that, we give ownership and high level of creative freedom to our team members. 80% of employees feel that they have an impact on how our games look like and 88% feel free to suggest new designs and improvements.

FEEL SAFE WITH PEOPLE CAN FLY!

We are dreamers and aviators, but we like to keep our feet on the ground. We offer stability of employment, competitive salaries and opportunities to grow. 

We made our debut on the Warsaw Stock Exchange in December 2020. We believe this decision will shape PCF’s future even more positively and will take the studio to the next level. 


During the difficult times of Covid-19 pandemic, we remained a “healthy company”. No layoffs and to the contrary, we were constantly looking for new faces and our new hires rate was on the rise. Today, with so many projects in the making, we are still on the lookout for talent to strengthen our crew and help us deliver the best experiences to gaming communities around the world.

Our outstanding HR team will provide you with comprehensive assistance to make your work and life at People Can Fly as comfortable as possible for you and your loved ones.


A lot of our Aviators are working remotely, so practically, you can join PCF from almost every corner of the earth at the moment.


WE NEVER STOP
LOOKING FOR
NEW
TALENT



BECOME
AN AVIATOR

 

Stage 1

APPLICATION REVIEW

Your application will be carefully assessed by our dev team. Should you meet the key requirements for the role, our Recruiters will reach out to you shortly!

Open postions

Stage 2

LET’S TALK

First stage of the recruitment process is an interview with our recruitment team. The goal of this meeting is to give you more information about People Can Fly and the role you are applying for. Additionally, it’s a perfect opportunity for us to get a bit more information about you and your professional profile!

Stage 3

SHOW YOUR SKILLS

Next stage is usually a bit more practical as we would love to see you in action! At this point of the process we will ask you to tackle our test assignment which will be tailored to the role you are applying for.

Stage 4

MEET OUR DEVS

If you pass the test you will have an opportunity to talk directly to our dev team! We will take a deep dive into your test and experience and try to give you a better perspective on your future role at PCF.

Stage 5

ALMOST ON BOARD

Congratulations you’ve reached the last stage of the recruitment process and you will now meet with our HR team. The goal of this conversation is to cover all outstanding topics and answer any additional questions you might have. After this conversation both sides decide if they want to fly together and if so you will receive an offer!


Our
Studios




WHAT
THEY
SAY
ABOUT
PCF

Stuart Ellis<br />
<small>Lead Concept Artist<br />
at PCF Newcastle</small>

Stuart Ellis
Lead Concept Artist
at PCF Newcastle

Since Joining PCF I’ve had the privilege to work alongside some amazingly talented devs. I’ve never been part of a team that has so much respect and trust across an entire project. From a craft perspective I feel as though I’m learning something new every day and can’t wait to see where this journey takes me and my team.

Aleksandra Devic<br />
<small>Technical Game Designer<br />
at PCF Warsaw</small>

Aleksandra Devic
Technical Game Designer
at PCF Warsaw

Working at PCF brought me just what I wanted: a great team, people who are creative and knowledgeable, kind and willing to help. What I got while not knowing I needed it, was respect and the feeling that my ideas have value. It’s just a bunch of people passionate for game development and it shows, especially in the work atmosphere.

Michał Nowak<br />
<small>Lead Technical<br />
Level Designer<br />
at PCF Warsaw</small>

Michał Nowak
Lead Technical
Level Designer
at PCF Warsaw

PCF is kind of a lifestyle. You do what you like. You contribute to a huge, amazing project. It takes some time so you are getting tired, but the final result rewards you. When another project appears you realize that there are new and exciting things ahead.

Christopher Prunotto<br />
<small>Audio Designer<br />
at PCF Chicago</small>

Christopher Prunotto
Audio Designer
at PCF Chicago

Joining PCF Chicago has been a homecoming of sorts, and the best decision of my career thus far. Genuine encouragement for everyone to share ideas across disciplines speaks volumes to the team’s trust in itself. Teammates are frequently given the latitude to explore and develop their creative skills, and leadership often empowers Aviators to take on new challenges, helping us learn as much from our mistakes as we do from our successes

Liz Hubley<br />
<small>Lead Environment Artist<br />
at PCF Newcastle</small>

Liz Hubley
Lead Environment Artist
at PCF Newcastle

At PCF I feel like I’ve found a home where I can push myself creatively and technically all while being supported by a top notch team that shares my passion for a healthy and happy team.

Roland Lesterlin<br />
<small>Creative Director<br />
at PCF New York</small>

Roland Lesterlin
Creative Director
at PCF New York

It’s a privilege to be a part of the astonishing growth at PCF bringing in inspiring and talented developers from across the globe who pour their passions into innovative and exciting projects that will surely delight our fans for years to come.

Bret Allen<br />
<small>Senior Writer<br />
at PCF Warsaw</small>

Bret Allen
Senior Writer
at PCF Warsaw

People Can Fly made me very welcome from the moment I arrived. The office is a unique space that has provided laughs as well as creative opportunities, along with no shortage of snacks.

Paulina Cieciórska<br />
<small>Employee Engagement<br />
Specialist<br />
at PCF Warsaw</small>

Paulina Cieciórska
Employee Engagement
Specialist
at PCF Warsaw

We all feel like one big family, we help each other in every aspect, not only with work stuff, and always try to motivate one another. You can be sure that you will make friends for life at PCF.

Adrian Czyżowski<br />
<small>Narrative Designer<br />
at PCF Rzeszów</small>

Adrian Czyżowski
Narrative Designer
at PCF Rzeszów

In PCF Rzeszów studio I can fly high. The atmosphere here is very friendly, people from the company are awesome and very helpful. If you want to make your dreams come true and become a game developer, the PCF company is a perfect place where you can learn and grow – and I am the perfect example of this.

Anish George<br />
<small>Senior Animator<br />
at PCF Warsaw</small>

Anish George
Senior Animator
at PCF Warsaw

Working in the gaming industry for more than 10 years on several AAA titles, I can confidently say that PCF is the place where great work – life balance is possible, side by side with making top class games. That’s a rare combination in this business.

Maria Cholakova<br />
<small>Online Programmer<br />
at PCF Warsaw</small>

Maria Cholakova
Online Programmer
at PCF Warsaw

PCF is a great place to work! With several interesting projects at hand, we definitely get the opportunity to learn a lot of things and develop our professional skills. But above all, PCF’s greatest asset is its people – everyone is very motivated, eager to do their best, always friendly and ready to help.

Pablo Castro Fernandez<br />
<small>Senior Lighting Artist<br />
at PCF Warsaw</small>

Pablo Castro Fernandez
Senior Lighting Artist
at PCF Warsaw

Working at PCF has been rad. I’ve figured out what teamwork really means, and it’s made me feel like I’m part of the crew. They’ve given me the freedom to do my own thing, and I’ve come up with some pretty sweet ideas. But what’s really made it awesome are the peeps I’ve met. I’ve made some killer friends, and we all have each other’s backs.

John Rosato<br />
<small>Senior Level Designer<br />
at PCF Warsaw</small>

John Rosato
Senior Level Designer
at PCF Warsaw

I work with fantastic teammates who enable me to make the most badass stuff. I have support and freedom to try crazy new ideas that push our project forward and give players some extra cool moments.

Haley Sullivan<br />
<small>Technical Animator<br />
at PCF Chicago</small>

Haley Sullivan
Technical Animator
at PCF Chicago

At PCF, I get to be part of a fantastic development team working on great games. As a newcomer to this industry, I’m empowered by my team to push myself and grow my skills every day. It’s rewarding to collaborate with my colleagues across the world and create art together. I can’t wait to see what comes next!

Marcin Mitręga<br />
<small>VFX Artist<br />
at PCF Rzeszów</small>

Marcin Mitręga
VFX Artist
at PCF Rzeszów

PCF Rzeszów is a small part of a large PCF Family located all over the world. Most of us have known each other for many years and this adds something extra to our relation and support. If you need help, you can count on every team member – they are specialists, not only in the video game industry, but also in a broadly understood pop culture. It’s a great feeling to be able to create something with a large team and at the same time feel the atmosphere of the times when games were created in small companies, often crammed into one room. It’s also a unique feeling that you have an authentic influence on the final product.

GameReactor

GameReactor

[Outriders] A surprising, old school looter propped up by a contained sci-fi campaign, ferocious combat, and a modding system that encourages endless creativity.

Read more

Metro

Metro

[Outriders] The game’s unique mix of supernatural powers and tight cover-based shooting delivering all the thrills appropriate for an original sci-fi universe looking to engage you and friends for potentially hundreds of hours.

Read more

PlayStation Universe

PlayStation Universe

[…] Outriders is one of the best looter shooters in years, offering dynamic and blood-pumping combat, with a vast collection of weapons and powers for you to wield.

Read more

GameSpot

GameSpot

The deeper into Outriders you get, the more fun the shooting becomes as you start to rack up the Legendary guns that do awesome, ridiculous things.

Read more

Game Informer

Game Informer

Outriders is an explosively chaotic looter shooter that pulls from the best of the best of People Can Fly’s previous games while offering a new tale that takes some seriously wild turns.

Read more

GamesRadar+

GamesRadar+

People Can Fly’s ardent dedication and careful curation of fan feedback […] has been supremely successful.

Read more

Screen Rant

Screen Rant

After spending time running through all the new content in [Outriders] New Horizon, it’s hard not to get back in the groove of what Outriders bring to the table.

Read more

Forbes

Forbes

A common request for Outriders was to have a transmog system […]. Now, that system is here, and it might be the single best transmog setup I’ve seen this genre.

Read more

COGconnected

COGconnected

The real meat of the Outriders Worldslayer DLC comes from the new end-game content, and this is where it absolutely excels. […] This is Outriders the way it was meant to be. This is the power fantasy we want to feel in gaming.

IGN

IGN

With a fine-tuned combat sandbox, expanded build-crafting options, and a drastically upgraded endgame, Worldslayer improves upon a lot of what was already great about the original.

GameSpew

GameSpew

For those enamoured with Outriders‘ unique brand of high-octane combat seeking to max out their characters and optimise their builds, however, Worldslayer should be considered a must-have.


 

FLY
WITH
PCF





Copyright © 2024 PCF GROUP S.A. All rights reserved.

PCF Group Spółka Akcyjna with its registered office in Warsaw at al. Solidarności 171, 00-877 Warsaw, Poland, entered into the register of entrepreneurs of the National Court Register by the District Court for the capital city of Warsaw in Warsaw, XIII Business Division of the National Court Register under the National Court Register Number (KRS): 0000812668, having the Tax Identification Number (NIP): 5213451404, National Business Registry Number (REGON): 141081673 and the share capital of PLN 718,805.42 fully paid-in.
Please enter your birth date to continue
x
×