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 I make games and stuff

I've been doing it a long time.  25 years to be exact.  I've been a producer, a designer, a developer, a creative director, a CTO, and just about everything in between.  From 2 man strike-forces to teams of 40+ I love being involved in creative and projects of all sizes and in just about any role.  I exist at the intersection of multiple disciplines and bring my passion for all of them to everything I work on.  

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Outside of games I'm an avid reader, runner, board-gamer, poker player, bowler, golfer, mentor, cat-dad, and dancer.

Brief Life Story  (full resume)

1993 - 1998

Harvard University

BA in Fine Arts

I started in computer science with a plan to develop computer graphics, but ended up falling in love with animation while working under David Anderson.  In addition to animating I did study some CS and was an actor, set-designer, and cheerleader.

1997 - 1998

Impressions Software
Development Support / QA

I got my first taste of game development working at Impressions software on Civil War Generals and Lords of Magic.  I also met CP McBee there who I went on to found Zero Sum Software with.  I would later rejoin many Impressions alum at Tilted Mill.

1998 - 2001

Zero Sum Software

Founder, CTO, Game Director

CP and I raised some angel funds and built a small team to create mobile games before pivoting to our real passion of epic PC RPG's.  I lead the game design and coded the entire game in C/C++ and DirectX. 

2002 - 2008

Tilted Mill Entertainment

Development Director, Designer, Engineer, Producer

Once Prelude to Darkness released I joined Tilted Mill as a producer and eventually Development Director, releasing several city-builders and the ARPG builder hybrid Hinterland.

2009 - 2013

ImaginEngine

Senior Producer, Technical Manager

Following a brief stint playing poker professionally I joined ImaginEngine as a senior producer and technical manager and shipped several licensed products across just about every platform available that the time.

2013 - 2015

Moquity Inc.

Systems Architect

After ImaginEngine shutdown I took a break from games to focus on my technical skills as a systems architect for Mobiquity developing mobile and backend solutions for numerous Fortune 1000 companies.

2015 - 2019

Everi Games Inc.

Producer

Although I enjoyed working on the pure technical side, the lure of games was too strong and I joined Everi in Austin to create real-money casino games.  I polished my math skills and deep dived in a breadth of player psychology and had a major hit in Shark Week.

2019 - 2023

Batcave Digital/Infinigods

Creative Director, Lead Developer

At Batcave and then later Inifigods I led an offshore team to first develop the free-to-play King of Destiny and then pivot the company to web3 and develop InfiniMerge and Immortal Siege

©2023 by Mat Willows. 

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