UPDATES
Funding, product, and company milestones from Breaking Change.
A New Hope
We have refreshed the Breaking Change site to better reflect where the company is headed and the work we will be sharing soon.
Highlights


AI-native infrastructure for deep gameplay systems
Give creative teams room to build deep, reactive gameplay: weapons, vehicles, economies, physics, and worlds that respond.

Visual, structured, and built for iteration.
Showcase 01
Author deep gameplay systems in a way the whole team can read, reason about, and keep evolving.
Visual, structured, and built for iteration.
A better way to build deep, high-performance gameplay systems that are easier to author, tune, and maintain.
Build weapons, vehicles, crafting, economies, damage models, and other system-heavy gameplay
Tune, extend, and rebalance systems across the life of a game
Systems are visual, structured, and intuitive to work with
Ready to ship in weeks, not months
Reduce long-term technical debt
Built for developers, not just specialists
Low friction: integrate one system at a time, with native code export
Multiplayer-ready and engine agnostic
Weapons that recoil, overheat, and jam. Vehicles players can tune and upgrade. Mechs that stagger, limp, and break down as they take damage. Shopkeepers with real margins and supply constraints. Even cosy fishing sims with real fishing and fish populations.
Simulate, don't script.
Funding, product, and company milestones from Breaking Change.
We have refreshed the Breaking Change site to better reflect where the company is headed and the work we will be sharing soon.
Highlights

Co-Founder & CEO
Experienced technical director and startup operator in games, AI, and robotics. PhD in Visual Computing and multiple awards from the Royal Academy of Engineering.

Co-Founder & CTO
Simulation specialist with fifteen years' experience across systems-heavy games, low-level engine optimisation, and simulation and physics engine architecture.

Senior Engineer
Deep-tech engineer spanning games, robotics, haptics, and computer vision, with a bias for fast systems and simulation-heavy gameplay.

Senior Engineer
Experienced simulation and systems engineer, specialising in machine learning, multiplayer systems, and production-ready gameplay.

Operations Associate
Experience in small-business operations, covering finance, grant management, and company administration.
Founded by engineers who have built startups and shipped across indie, AA, and AAA, and recognised by the Royal Academy of Engineering, Breaking Change is built around one thesis: systems will define the next decade of games.
Based in Wales, we are proud to be part of the region's growing creative-tech sector. We want to enable every team to bring world-class engineering to their games, so they can create more ambitious, more player-focused experiences.
Ymlaen a ni!
We are hiring into a small number of critical roles as we turn the product into something more teams can build and ship with.
Full-time · Wales, UK / Remote
Own the AI direction of Breaking Change, from research strategy through shipped product workflows for AI-assisted system authoring.
Set the AI strategy for the company: where models, tooling, evaluation, and product experience should go.
Full-time · Wales, UK / Remote
Bring deep Unity, C#, and engine-level judgement to the production workflows that connect our simulation core with real game teams.
Bring engine-level Unity and C# knowledge to runtime, tooling, and integration work.
Full-time · Wales, UK / Remote
Own important parts of the simulation and physics core, building high-performance systems that stay stable under real gameplay constraints.
Design and implement core simulation and physics systems for production gameplay.
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