House of How
- Open roles
- 0
- Founded
- 2016
- Employees
- 11-50
- Offices
- 4
About House of How
House of How is an independent game development studio founded in 2016. Based in the Seattle metropolitan area, with operations in Sweden and Vancouver, the company combines original game development with full-cycle co-development, work-for-hire production, and user-generated content services. Its work spans PC, console, mobile, and extended reality projects, supporting partners through engineering, design, art production, and content integration.
Development and production
The studio works across AAA and AA development, contributing gameplay systems, level design, character art, engine features, and production tools. Its technical capabilities include Unreal Engine 4 and 5, Unity, C#, and C++, alongside pipeline integration, cloud workflows, and AI-assisted development tooling. Engagements range from focused technical contributions to end-to-end production, with additional support for quality assurance, live operations, content moderation, and interface design reviews.
User-generated content is a substantial part of its business. House of How develops showcase experiences, creator tools, documentation, and asset pipelines for ecosystems including Minecraft, Fortnite, Roblox, and Dreams. This work connects content production with the systems and guidance that help other creators build within those platforms.
Selected work
House of How's portfolio includes marketplace content, developer tools, and advisory work for Minecraft Legends, as well as custom worlds, skins, and tooling for Minecraft. The studio developed Invincible: Doc Seismic Attacks in Unreal Editor for Fortnite and contributed launch levels and consulting to King of Meat.
Its broader co-development work includes level design and Portal content for Battlefield 6, pipeline tools and art integration for Tomb Raider: Legacy of Atlantis, engineering contributions to S.T.A.L.K.E.R. 2: Heart of Chornobyl, and art production for Toca Days. The studio has also created development and showcase content for Dreams.
Alongside partner projects, House of How develops its own games. Its debut original release, Spartaga, was a virtual reality twin-stick shooter released in 2017. The studio is also developing Wizard, an original tactical game project.
More about House of How
Leadership
- Russ McMackin, Founder and CEO, previously served as Technical Design Lead at Microsoft on Xbox Kinect and HoloLens projects.
- Ian, Chief Technical Officer, brings experience in graphics and engine architecture.
- Jon, Chief Financial and Operating Officer, previously served as CFO for EA Canada and Worldwide Labels and is identified in the research as Board Chair of DigiBC.
Production approach
The studio describes its guiding development philosophies as “Find the Fun” and “Iteration is King.” Its early business model combined smaller mobile and virtual reality releases, reaching profitability during its first two years without external venture backing.
Training partnerships
The international internship programme operates in partnership with Boden Gamecamp and DigiPen, using the Swedish onsite facility for mentorship.
Operating history
During 2021–2023, expansion of the Canadian operation included the creation of a dedicated QA department. The report describes streamlined core operations during the 2024–2025 industry downturn and a decade of continuous independent operation in 2026.
Notable credits
11 creditsOffices
Where House of How is based
- Vancouver, British Columbia, Canada
Vancouver office
- Boden Business Park, Teknikvägen 3, 961 50 Boden, SwedenBoden, Norrbotten County, Sweden
Boden office
About this office
European satellite development studio and onsite internship facility, operated through House of How Games Sweden AB within the integrated House of How studio.
- Bothell, Washington, United States
Bothell office
- Seattle, Washington, United States
Seattle office
Open roles
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