Shiny Shoe is an independent video game development studio dedicated to creating fun and polished experiences for consoles, PC, mobile and online/social streaming environments.
Founded in 2011 and based in San Francisco, Shiny Shoe has collaborated with partners including Double Fine, Stoic, Oculus, and Telltale.
In addition to traditional games, Shiny Shoe is introducing new types of massively multiplayer experiences like its original titles Death’s Door and the follow up community-driven, Mixer streaming-only game Death’s Door: Aftermath. Its collaboration with Madison Square Garden brings live digital games to sporting events, offering attendees interactive entertainment and a chance to win cash and prizes directly from their stadium seats.
Polished is more than our tagline. It synthesizes our core philosophy, a commitment to refinement throughout the development process. From planning and budgeting through the labor-intensive tweaks that propel projects from good to great, Shiny Shoe builds games and apps so polished they shine.
Our business is founded on three core beliefs:
Whether it’s working closely with clients or developing our signature games, we’re committed to taking on challenging projects and exploring new creative territory—always looking to hone our existing tech skills and develop new ones.
Double Fine, Telltale, WB Games and other A-list clients appreciate our experience, meticulous craftsmanship and especially our commitment to the collaborative process.
Great game developers do it for love, not money, and our team thrives on the process of creating original, innovative work.
Our Expanding Team
Founded in 2011, we’re an integrated team of experienced industry professionals with a passion for designing and perfecting games, complemented by a growing staff of young, eager and amazingly talented creative and technical pros who bring unique insight to our work.
My favorite part of making games is creative problem solving.
Shiny Shoe’s Founder and CEO focuses on strategy, production management, business development, business intelligence/analytics, and design. His commitment to finessing all the technical and creative challenges of game development has solidified our reputation for refined, sophisticated work. A UC Berkeley grad, prior to launching Shiny Shoe, Mark held a series of increasingly challenging positions with Nihilistic Software, including Lead Gameplay Programmer and Lead Systems Designer. He also has international experience, previously acting as Lead Programmer at Tokyo, Japan-based Grasshopper Manufacture.
I love building stuff – whether it is art content, a team or a company.
Yujin manages Shiny Shoe’s artists, art content and content creation. Though he’s strong in many aspects of production, our highly experienced art director excels at Environment Art, creating 3D assets for game environments. With a background in fine art, he has more than 20 years of design and game development experience. Before joining Shiny Shoe, Yujin earned his MFA and was an Environment, UI and Prop Artist for Cyclone Studios and an Art Director and Department Head at Nihilistic Software, where he rose to a position on the studio’s Board of Directors.
I want to make games that are bigger than the box and stay with you long after you're done playing.
Andrew leads the creative direction of original Shiny Shoe game development. Favoring a design style that mixes wildly creative ideas with practical implementation, he is a perfect fit for the culture of innovation and polish at Shiny Shoe. Prior to joining Shiny Shoe, Andrew created and lead the hit online game Trove. He has a degree in Computer Science from Trinity University, over 600 games in his Steam library, and two very nice cats.
Software development in the games industry is a unique combination of both technical challenge and artistic endeavor.
With more than 20 years as a C/C++ programmer, Matthew was instrumental in the creation of Puzzle Raiders, Shiny Shoe’s original Match-3 game released for Android and Apple iOS. A UC Berkeley grad with a degree in Physics, his previous experience includes programming positions with Neversoft Entertainment, LucasArt Entertainment Company and Nihilistic Software, where he was senior gameplay programmer. High-profile projects have included Tony Hawk’s Underground 2, Call of Duty: Black Ops Declassified and Star Wars Rebel Assault II.
I want to help design and build interactive experiences that will have a positive impact on people.
A newcomer to the games industry, Brendan focuses on the wide variety of engineering and design tasks at Shiny Shoe. His interest in new technologies and socially inclusive game design has made him a good fit on our team. Another UC Berkeley grad, Brendan joined our team after doing time as an Engineer in the Digital Music business, designing and building his own games at night to keep his creative juices flowing and feed his apparent hatred for spare time.
Whether it is traditional or with a digital medium I love creating art.
Graduate from the Academy of Art University in Visual Development. During his studies at the Academy Loy helped students with figure drawing, perspective and painting as a tutor. He also did a summer internship at Dreamworks Animation as a creative artist. Before going back to school, he spent over 10 years working as a Caricature Artist.
I love working with a cross-disciplinary team to create amazing games.
Rose joins the team as a gameplay and engine programmer. She first learned to program in order to make her own games, and continues to experiment with new ideas by participating in game jams. Before joining Shiny Shoe, she was a game programmer at GlassLab Games, a non-profit educational game studio. She has a degree in Computer Science from Haverford College.
Lemme try to whip up something really fast.
Leif is a graduate of the UC Santa Cruz Computer Game Design program who enjoys creating gameplay tools and systems to allow content creators to reach their creative vision. In addition to video games, Leif enjoys long walks on the beach, music and listing things. Before joining Shiny Shoe, he worked on his own independent projects exploring concepts of flow and cooperation. Also he hates writing bios about himself.
I love to be able to create emotion without the use of words.
Our favorite composer has created original music, jingles and sound effects for Shiny Shoe’s Puzzle Raiders and ViPR Strike games. We love the way Jordan’s work integrates digital and recorded music to produce a distinctive sound that’s becoming identified with our work. Previously, he has designed original “scholarly” RPGs for the Psychology Department at Santa Clara University (his alma mater). His outside projects have included original arrangements for a Final Fantasy VII cover album.
Video games is a young art form still figuring out what it's capable of.
Owen has been a programmer in the game industry since 1996. He has worked on ten commercial titles, is especially enthusiastic about game AI, and has a Twin Galaxies record for Crazy Taxi 2 on the Dreamcast.
I enjoy solving problems with programming languages, regardless of the technology.
Steve has been programming since his elementary school got an Apple IIe, right at the turn of the 18th century. He graduated from Minnesota State University with a Bachelor’s Degree in Computer Science, and a minor in Mathematics. His previous work includes a variety of programming, design, and business related duties at Nihilistic Software and a wide array of programming projects outside of games in the more traditional business world. He has also wasted just enough of his life to learn how to juggle seven balls.
Still haven't decided if I write code to make games or make games to write code.
Brian got his start in game programming working on mobile games in 2005. Since then he created an indie game called Zero Gear, was the lead programmer on Natural Selection 2, designed a card game, and contributed code on numerous other game projects. Brian is also a competitive gamer, having placed highly at the Netrunner World Championship.
I find the interdisciplinary knowledge that goes into making games inspiring.
Siddhant started making games as a hobby back in India and pursed game programming by attending a Masters program at Florida Interactive Entertainment Academy. He is not sure if there is something specific in games he’d like to focus on, so he’s exploring different areas of game development, including artificial intelligence, physics and engine programming. Siddhant also enjoys listening to a variety of music, including sufi, punjabi, ghazals, sountrack, jazz and piano.
I want to make inclusive games that are accessible to players of all levels of ability around the world.
Kari brings her passion for team-building and creating best-in-class player experiences to the team as the studio’s first dedicated project manager. By focusing on team process and structure, she tries to facilitate an environment where the team itself can discover direction and answers, instead of relying on external or top-down direction. She has more than 10 years of production experience, primarily on the Tomb Raider/Lara Croft franchises and, most recently, Mafia 3. Kari is a long-time advocate for game accessibility.
To me, video games have an incomparable, ethereal ability to evoke awe and wonder.
Muhammad is an early morning software engineer, against all odds. A peruser of RPGs, he loves the multidimensional work that goes into games, from gameplay to storytelling to music composition and beyond. Muhammad’s professional life has had him work closely with a diverse set of high-profile clients, from multibillion-dollar corporations to the U.S. Senate. When he isn’t gaming, you can find him brewing tea, reading ancient literature, or watching baseball. Muhammad has a Bachelor’s Degree in Computer Engineering with a Minor in Computer Science from the George Washington University.