About Matthew Walker

Matthew Walker
Matthew Walker

My name is Matthew Walker, and I’m the creator and maintainer of Engines of Delight.

I’m a veteran software engineer and game developer, and I’ve done server-side development on large-scale MMO projects for several years. I’ve written server code for game systems, networking, movement and physics, persistence, back-end support services, and various tools that support all that.

I’ve experienced the wide-eyed excitement of pre-production prototyping and exploration and the thrill – and agony – of supporting a live game, and I love it all. I’ve had the privilege of contributing to a handful of MMO titles, some of which have even shipped:

  • Ultima Online 2 (Engineer, cancelled – EA/Origin)
  • Ultima Online (Live QA Director, shipped – EA/Origin)
  • Tabula Rasa (Engineer and Lead Programmer, shipped – NcSoft)
  • Rift: Planes of Telara (Engineer, shipped – Trion Worlds)
  • Rift: Storm Legion (expansion) (Engineer, shipped – Trion Worlds)
  • War Commander: Rogue Assault (Engineer, in development – KIXEYE)

I’ve done and seen a lot in this space, but in no way do I consider myself an expert. I’m still learning as I go, and things keep changing all around me. It’s both exciting and hard to keep up with.

I started Engines of Delight as a way to both contribute to the game development community and learn from it, and encourage others to do the same.

4 thoughts on “About Matthew Walker

  1. Love to see this.
    I’m writing a server in c++ for TERA mmorpg.
    It would be awesome if you could explain the basics of a efficient Effect Engine or so.
    Thank you!

    1. Hi, thanks for your question! Oh my I just realized it’s been way too long since you asked, sorry! 🙁

      What do you mean by “effect engine”? There are so many overloaded terms in our domain that we need to be specific.


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