Matthew Deline

Game Development | Production | Design

Hi! My name is Matt, and it's very nice to meet you. I'm a Game Creator and Playful Experience Designer originally from California that is currently based in Melbourne.

I love to travel and make cool things, and I am a passionate believer in the importance of storytelling and the power of creative expression through play.

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Matthew Deline
20 years+
professional experience
10 years+
leadership experience
7 years+
in game development
work

Selected projects

Mighty Build and Test
Head of Automation Engineering2019 – 2025

Mighty Build and Test

Mighty Build and Test

Piffle+
Technical Producer2025

Piffle+

Mighty Games

C#UnityProductionRelease ManagementApple Arcade
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Guilty Gear -Strive- Nintendo Switch Edition
Senior Development Manager, Head of Automation Engineering2023-2025

Guilty Gear -Strive- Nintendo Switch Edition

Arc System Works / Tantalus South (via Mighty Build and Test)

Unreal EngineC++Test AutomationCI/CDRelease Management
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Fitbit Ace Arcade
Head of Automation Engineering, Senior Development Manager2022-2026

Fitbit Ace Arcade

Google / Mighty Games (via Mighty Build and Test)

C#UnityTest AutomationQA Tooling
View project
Campervan Games
Founder, Lead Developer2019-2020, 2026

Campervan Games

Campervan Games

Game DevelopmentUnityC#Indie GamesConsulting Services
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Shape Arcade
Lead Developer2019-2020

Shape Arcade

Campervan Games

Physical ComputingUnityC#Game Design
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Millenials Are Killing Antiques
Producer, Writer, Designer2019

Millenials Are Killing Antiques

C#UnityGlobal Game Jam
MA Independent Games and Playable Experience Design
2017-2018

MA Independent Games and Playable Experience Design

View project
about

Bio

I am an experienced programmer, producer, and manager who has been working in the games industry for 7 years. Most recently, I was the producer and lead programmer for the Apple Arcade release of Piffle+, released on iOS, Apple TV, and Mac OS platforms.

Prior to Piffle+, I served as the Head of Automation Engineering at Mighty Build and Test, where I oversaw automated testing, CI/CD pipelines, and release management support for a number of established developers and publishers across mobile, VR, and console platforms. Some notable examples are Star Trek: Lower Decks TBD, Fruit Ninjas 1 and 2, Shooty Skies Overdrive, Armello, and the Nintendo Switch port of Guilty Gear Strive.

I also created the training and development curriculum and helped facilitate the growth of Mighty Build and Test from a team of five to a team of fifty in a year across multiple global regions.

Prior to joining the industry, I was a veteran in IT support, who worked at both Apple's Cupertino Headquarters supporting the Worldwide Operations Group with their enterprise needs, and at their flagship store in Palo Alto as an Apple Genius. I am also a graduate of the MA Independent Games and Playable Experience Design program at Goldsmiths in London, best known for my work on the Alternative Controller and VR experiences, “Shape Arcade,” and “Normal for Norman?”

contact

Get in touch

I'm open to new opportunities and collaborations. Feel free to reach out via email or connect with me online.

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