My First Year in Mad Head Games

Antony de Fault

Intro

Before joining us, Antony was already deep in the narrative trenches: running his own indie studio, scripting for an AMC adaptation, teaching game narrative, and writing for Wireframe magazine. Basically, if it involved words and games – he was there.

Most recently, he was at Fishlabs as Lead Narrative Designer, contributing to titles like Dead Island 2, Red Faction, Avatar: The Last Airbender, The Lord of the Rings, and a brand-new sci-fi horror IP. So yeah… when it comes to story, Antony doesn’t just know his stuff. He’s lived it.

Now, just over a year into his time at Mad Head, he looks back on joining a driven, dream-big team – and how his fresh perspective helped sharpen our narrative direction.

ABOUT JOURNEY AND GROWTH

ROLLING UP MY SLEAVES

 

» Can you tell us your story – how did you start your career in narrative design, and what led you to your current position as Narrative Director?

I decided to begin as a starving artist and just keep going until I “made it”, no matter how long it took. The path involved multiple false starts, a lot of game jams, and early freelance work that went nowhere. I also ran an indie studio and managed to eke out a living for a few years thanks to the gracious patronage of regional funding bodies. Later, freelance work actually started to go somewhere. I had the impactful mentorship of some incredible designers, producers, and directors, a stint teaching at a few universities, and some writing on the craft for industry mags. It was a very varied and demanding path – but by the time I eventually came to bigger studios, my skillset was full, and I feel lucky to have been trusted with leadership positions because of it.

» How would you describe your first year at our studio – what motivated you to apply, and what inspired you to grow and advance?

The first year at MHG has been immensely rewarding. I applied because I had played and enjoyed the studio’s last game, Scars Above. It was scrappy, but I saw potential for the team to grow into something notable in the action game scene. That kind of underdog passion – a team still chasing its Big Dream – was inspiring. It’s been an honor to add my own dreams to the mix, and to use my past experience to help focus and direct the team’s energy.

» What was your first impression of Mad Head Games, the team, and the work culture when you started working with us?

Beyond what I described above, what struck me was how receptive the Mad Head team is to new ideas, and how welcoming they are. I didn’t encounter egos or rigid hierarchies. Your influence at Mad Head depends entirely on how willing you are to roll up your sleeves and get involved. Being a team that still has its eyes on future goals, Mad Heads are eager to learn from anyone and anything. Every new hire is seen as an opportunity to grow.

ABOUT THE REMOTE WORK EXPERIENCE

MILES APART, BUT NEVER DISTANT

 

» What is it like to work remotely for a company based in Serbia? What challenges have you faced, and how did we help you overcome them?

Honestly, I haven’t faced real challenges. The team’s level of English fluency is high, and there’s no hesitation in using it. The Mediterranean-Balkan reputation for hospitality has absolutely held true – my onsite visits have been full of camaraderie and excellent food. I enjoy flexibility in my working hours and location, but whenever there’s a good reason to be in Serbia – for table reads or key ideation sessions – the trips are smoothly arranged. I genuinely feel like part of the team.

» Have the different cultures among colleagues been a challenge for you? If so, how have you managed to navigate them?

Not really. The only cultural differences that have come up were language-based. For example, I challenged the idea of defaulting to a male player character, which was tricky because Serbian doesn’t have gender-neutral language. Another example was the default use of keyboard and mouse for testing – I encouraged a shift toward gamepads, since they’re more standard globally. Both cases were resolved quickly through open discussion, and now every desk has a gamepad.

» How has the studio ensured that you feel like a part of the team despite working remotely?

In addition to the above, I’ve seen real effort to include remote employees in studio life. We’re invited to the annual conference and party, with live translation (like at the UN!) for any non-English events. There’s even a dedicated remote spot in the yearly MHG calendar* – I was February!

* For those unfamiliar, the MHG Calendar is our beloved in-house tradition. Each year, we create a themed calendar where every month showcases one of our masked colleagues – complete with costumes and props. It’s all about celebrating our Mad Heads in the most fun, over-the-top way possible.

ABOUT WORKING IN THE COMPANY

CREATIVE FREEDOM, FULL ACCESS

 

» What aspects of our company surprised or stood out to you the most in a positive way compared to your previous work experiences?

I mentioned this earlier, but the eagerness to learn from new people and perspectives really stands out. Mad Head is a place where I’ve been able to fully spread my wings and contribute wherever I feel I can make a difference. That kind of openness is rare.

» Can you share an initiative or project you worked on that was particularly meaningful to you?

Damn these pesky NDAs. Without giving too much away, I’m especially proud of working directly with the creators of one of my favorite non-games IPs on our newest project. Being part of that process from the pitch to the story development – and now working with these storytelling titans – has been one of the highlights of my career. Hugely validating.

» What kind of support have you received regarding professional development, training, or mentorship while working here?

Aside from internal training, Mad Head has supported other learning opportunities I’ve pursued. A few months ago, the studio covered my trip to a game design retreat in the countryside outside Berlin, where I joined a group of designers from around the world. I also got the chance to attend our VO recording sessions onsite, which I requested in order to learn more about script prep, casting, and voice pipeline best practices.

FOR FUTURE MAD HEADS

THINKING OF JOINING? READ THIS FIRST

 

» What would you say to international candidates considering applying for a position in our studio? What do you think would attract them the most?

Mad Head is mostly a team of homegrown devs from the Balkans who are aiming to make a global impact – and welcoming to anyone who brings in fresh knowledge and perspective to help make that happen. I honestly believe they’re at a similar stage CD Projekt Red was before their breakout. So if you want to work remotely, grow with a team that’s hungry, and be part of something on the rise, this is a great place to be.

» How would you describe our team and work atmosphere? What three words best capture what it’s like to work with us?

I think I’ve described the team and atmosphere well enough in other answers, but the three words I think best capture what I feel like while working with Mad Head are respected, challenged, and secure.

» How does the company embrace diversity and support international employees?

I’m a white dude from England, therefore everyone speaks my language and knows my culture, so I’m really not a good candidate to ask this of, haha. But I will mention that all company information and processes are available in English, usually English-first, so as long as you have that you’re good to go. And among the team I work with there are Mad Heads of varied sexuality, gender and origin, and this has been a non-issue.

LOOKING BACK, THINKING FORWARD

CHECKPOINT REFLECTIONS

 

» Reflecting on your arrival here, what would you tell your past self about the year ahead in this studio?

I’d have very little to say! I dove in headfirst and found the result immensely rewarding, so I wouldn’t want to change a thing.

» Was there something specific that helped you adapt to the team and projects when you first started?

Absolutely! Arrange a working trip to Serbia as soon as possible. Remote work is wonderful, but some bonds only form in person – especially outside working hours. Mad Heads are eager to show you their home, their local specialties, their cities’ sights, and all are well worth your time. If you can, stay at least four days, join as many onsite meetings as possible, and have QA set you up for one of the regular livestreamed playtesting sessions, so you can share your fresh eyes (and opinions!) directly with the team. I did all of this within my first month or so at MHG, and it was transformative. Don’t think, just do it.

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