About Gun Interactive
What is Gun Interactive?
Gun Interactive is an independent game-development and publishing studio specialising in immersive, narrative-driven horror experiences. Founded November 9, 2011 by Wesley Adam "Wes" Keltner, the company is based in Lexington, Kentucky. The /what page describes the work clearly: "Gun, and the creative vision we've built a legacy on, craft works that rise above the noise in the gaming industry. We direct development with intention so that everything about the title speaks to that vision, through our core pillars."
Those four core pillars are Authentic ("building a full, immersive, real world that is authentic to itself, genuine, and feels natural to the person experiencing it"), Immersive ("create spaces that any level of interest can get lost in"), Innovative ("evolve, adapt, and adjust on the fly in real time to stay ahead of emerging trends") and Communal ("a thread tying it all together is a communal space for fans to feel like they belong"). The studio is best known for Friday the 13th: The Game and its successor flagship The Texas Chain Saw Massacre — an asymmetrical multiplayer horror experience for PC and ninth-generation consoles announced at The Game Awards 2021 in partnership with Sumo Nottingham.
Where will I work?
Gun Interactive's office is at 163 East Main Street, Lexington, Kentucky. Per CEO Wes Keltner's interviews, the team "works together Monday through Thursday in their office in Lexington" — a co-located, full-time-in-office Monday-to-Thursday model rather than a remote or hybrid setup.
What is the Gun Interactive team like?
The /who page lists ~15 named team members spanning craft, production, brand and community: CEO Wes Keltner, COO Chris (financial, legal, HR, executive operations), Creative Director Ronnie ("a deep love for cats, coffee, and the horror genre"), Executive Producer Ismael, Producer Ben, Designer & Technical Lead Rob, Brand Strategy lead Matt ("Spelling Bee Champ, 1991"), and dedicated Community Developer (Cidnya), Community Reps (Andy, Jet), Graphic Designers (Tanner senior, Bianca junior), Customer Service Lead Melissa, Frontline Data & Comm's Specialist Raj, and Robin — "Cat Herder in Chief… travel organizer extraordinaire, lover of craft beer and a card-carrying coffee snob. Keeping the team fed and happy is tops on her to-do list."
Work-Life Balance
Gun Interactive has run a 32-hour, four-day workweek since early 2021 — Monday through Thursday. CEO Wes Keltner explained the rationale in a syndicated interview: "You have a finite well of creativity in your body. When it's tapped, it's tapped. After that, you do subpar work." On the results: "The benefits are significant. I have yet to see a prominent con." And on permanence: "We haven't looked back since." Keltner notes the "occasional Friday" might need one or two people responding to time-sensitive items, but "it's rarely a full day's worth of work."
Perks and Benefits
Gun Interactive is not currently hiring (per the live careers page: "Gun Interactive is not currently looking to fill any positions but check back often!"). Detailed benefits are not published on the live careers page; the studio's permanent 4-day workweek and Mon–Thu schedule are the most consistently documented perks.
