CREATIVE DIRECTOR · SENIOR PRODUCER · COMPOSER
20+ years making games for the world's biggest publishers and as co-founder of Infinite State Games. From THQ's first N-Gage title to Helldivers 2 Worlds & Warbonds and State of Decay 2 — and a banging soundtrack for every stop along the way.
I'm Mike Daw — Creative Director, Senior Producer, game designer, musician, and co-founder of Infinite State Games. Over 20 years I've worked across virtually every major publisher and platform in the industry, from producing my first title for THQ on the Nokia N-Gage, to shipping Worlds & Warbonds for Helldivers 2 and State of Decay 2.
I'm a full-spectrum creative. I design games, produce them, direct audio, compose the soundtracks, and when needed I'll write the Spacepedia too. I've managed outsourced studios on AAA DLC, guided PC titles through their console certifications, built indie games end-to-end from concept to global launch, and was producer on the worlds and Warbonds of one of 2024's biggest games.
At Infinite State Games I co-create everything alongside programmer Charlie Scott-Skinner — ISG has shipped on PlayStation, Nintendo Switch, Xbox, PC, iOS, and the Neo Geo Pocket Color. Our studio mantra: euphoric, deep, colourful and intensely fun games — with the best bass in videogames.
I work at the junction of taste, craft, and delivery. I know what makes a game feel right before it looks right. I know how to ship one. And I know how to score it so people pause it just to listen.
Founded in November 2012 with programmer Charlie Scott-Skinner, Infinite State Games is Mike's independent studio — running continuously alongside all day-job production work. ISG makes euphoric, deep, colourful and intensely fun games, with the best bass in videogames.
As Creative Director, Mike handles everything non-code: designing new IP, gameplay and level design, composing soundtracks, audio design, production, marketing, streamer and press outreach, business development, publishing, submission, localisation and storefronts. Frutorious (iOS, 2012) was a TIGA Awards finalist for Best Casual Game and Best Audio Design. In 2025, Mike was nominated for a Game Dev Heroes award at Develop:Brighton — a peer-nominated industry honour celebrating the unsung heroes of game development.
Ten years in the making. A full 3D reimagining of the cult arcade classic — neon psychedelic, heart-pounding, fruit-devouring perfection. Mike's magnum opus. Design, Audio, Art and Production.
Air combat roguelike. Voice acting by Marc Silk. Published by Curve Digital. Went free on PlayStation Plus.
128 handcrafted levels, 32 bonus stages, 4-player party mode. Published worldwide in 8 languages by Eastasiasoft.
The cult classic. Fruit explodes in sync with the drumbeat. The ISG audio-first design philosophy in its purest form.
Experimental VR port of Rogue Aces for Meta Quest.
ISG's earliest titles including Frutorious — TIGA Awards finalist for Best Casual Game and Best Audio Design. The foundation of everything that followed.
The employer timeline — studios and publishers Mike has worked for as a producer and designer, from his first industry job in 2006 through to Wushu Studios today. ISG titles are covered in the Infinite State Games section above.
Overseeing production on multiple simultaneous projects. Managing teams of 30–45 developers. Writing roadmaps, budgets and schedules. Running daily scrums, retrospectives and stakeholder reports. Also established and runs an internal R&D department.
Work-for-hire expansion production on Microsoft's flagship zombie survival franchise inside the Xbox Game Studios ecosystem. ↗ Xbox Store
Senior Producer on the cities content, Worlds and Warbonds for one of the biggest games in the world. PlayStation's biggest PC launch ever recorded. ↗ PlayStation Store
Senior Producer on unannounced content for a major creative platform and on a separate unannounced AAA title. Details embargoed.
Senior Producer and QA Manager across multiple titles at Auroch Digital, a Bristol-based studio specialising in digital board game and strategy adaptations.
Senior Producer and QA Manager on Auroch's space agency sim. Also wrote a significant chunk of the in-game Spacepedia. ↗ Steam
QA Manager across Auroch's portfolio including Battlestar Galactica Deadlock, Fightin' Words, and more.
Designer at Hotgen, working on handheld titles for major publishers.
Associate Producer on Crackdown 2 for Microsoft. Open-world sandbox action at AAA scale. Ruffian Games later became Rockstar Dundee.
Producer at Firebrand Games on licensed titles for major publishers including EA's Need for Speed: The Run (3DS and Wii).
First industry job. Production, lead design and audio across a string of handheld titles for THQ, Atari, Eidos, Codemasters, and Konami. THQ's first N-Gage title shipped here.
THQ's first ever N-Gage title. Lead designer and audio on a major licensed Warhammer 40K handheld game, plus GBA title Stormbreaker based on the Alex Rider film.
Multiple simultaneous DS titles across major publishers. Lead design and audio on all three.
Lead designer and composer on Codemasters' DS puzzle title.
Composed the complete soundtrack for this DS title. The music later generated devoted fans years after release — see the callout below.
Also on the CV: Contributed tunes to Jeff Minter's Polybius (PS4/PSVR) and TxK (PSVita). Co-wrote the Death Ray Manta SE OST. Wrote and performed all music for BBC3 TV pilot Biffovision. Composer on Solar Flux (iOS), Time Gentlemen Please (PC), and more. Also wrote film reviews for Total Film magazine. IMDB: nm3849757. MobyGames: developerId 325343.
A decade in the making. Mr Robot returns in full 3D — neon psychedelic, heart-pounding, fruit-devouring arcade perfection. Designer, composer, artist, and animator. The complete ISG design philosophy distilled into three dimensions.
Senior Producer on Worlds and Warbonds for one of 2024's defining global phenomena. PlayStation's biggest PC launch in history. Producing live-service content at scale inside Arrowhead Game Studios.
Senior Producer on Microsoft's flagship zombie survival franchise at Undead Labs / Xbox Game Studios. AAA live-service production inside the Xbox ecosystem.
Associate Producer on Microsoft's open-world superhero sequel at Ruffian Games. Sandbox mayhem at AAA scale.
ISG's most acclaimed title. Air combat roguelike with voice acting by Marc Silk. Deep upgrade systems, multiple modes, and that signature ISG soundtrack. Free on PlayStation Plus.
The cult classic that started it all. Fruit explodes in sync with the drumbeat. The ISG audio-first design philosophy in its purest form.
128 handcrafted levels, 32 bonus stages, 4-player party mode. Pedro the evil sugar skull kidnapped your fruit children. Go get them back. Published worldwide by Eastasiasoft in 8 languages.
Retro skiing homage. Dodge traffic. Board the helicopter. Shred procedurally generated mountains. Drum and bass on the slopes. Six platforms simultaneously.
Senior Producer and QA Manager on Auroch's space agency sim — and also wrote a significant chunk of the in-game Spacepedia, because why just produce it when you can help build the world?
Producer on the 3DS and Wii versions of EA's flagship racing franchise. Simultaneous multiplatform delivery on handheld and home console.
Lead designer, producer, composer and sound designer on this Atari DS title. Complete creative ownership. The soundtrack became beloved — fans still seek Mike out to thank him a decade and a half later.
Mike has composed music professionally since the mid-2000s — for DS titles, indie games, a BBC3 TV pilot, and every Infinite State Games release. ISG's in-house soundtracks span drum & bass, acid house, jungle, synthwave, and whatever else the game demands. All made in Bristol. All with maximum bass.
The magnum opus soundtrack. Ten years of ISG audio philosophy crystallised — neon acid, pounding rhythms, psychedelic energy. Mike composed, C303PO contributed bangers. Available to buy and stream on Bandcamp now.
Drum and bass on the slopes. Jungle in the hotel lobby. The complete soundtrack to ISG's retro skiing homage — all composed and produced by Mike. Huge drops. Proper bass. Available on Bandcamp.
The complete ISG audio-first manifesto. Fruit explodes in sync with the beat. Multiple ISG releases and soundtracks available on the Bandcamp page.
infinitestategames.bandcamp.com →Mike's personal SoundCloud for weirdo experiment tunes, standalone tracks, and musical curiosities made purely for the joy of it.
soundcloud.com/thebarryislandexperience →Mike composed and performed the entire soundtrack for this BBC Three pilot — including "Future Kids", a fully produced original song. One of those credits that makes people do a double-take at a CV.
Watch on Vimeo →Before the games career took over full-time, Mike wrote film reviews for Total Film — one of the UK's most respected film publications. The critical eye never left.
Co-wrote and performed the entire OST for Rob Fearon's Death Ray Manta SE. "A Fish Like No Other (Oh Stevie)" — the album.
Listen on Bandcamp → View the game →Contributed original tunes to Jeff Minter / Llamasoft's Polybius (PS4/PSVR) and TxK (PS Vita) soundtracks. An honour and extremely good company to be in.
Polybius info →A full back-catalogue of game soundtrack work spanning Atari, Codemasters, Eidos, Xbox Live Indie, and beyond. IMDB and MobyGames both have the receipts.
MobyGames credits →A game has to feel right before it looks right. I design from the controller outward — starting with the moment-to-moment sensation and building systems that serve that feeling. If it doesn't feel good, it goes.
In Don't Die Mr Robot, fruit explodes in sync with the beat. That's not a detail — it's the whole point. I've composed professionally since 2007 and I won't let your game have a bad soundtrack.
The best arcade games have infinite skill ceilings. All my titles are instantly readable on screen one, with mastery curves you can chase for years. Accessibility and depth are not enemies.
I've shipped as a two-person indie, an external producer on AAA DLC, and a senior producer on live-service franchises. Across all of them: scope, cut, deliver. I know how to get things out the door without cutting what matters.
Family Tree was "designed from the ground up to make you happy." People pause The Chase DS to listen to the music 15 years later. Joy isn't soft — it's the hardest brief in the business.
From managing outsourced studios on AAA DLC to being Creative Director in a two-person indie — I know what good production feels like at every scale. Producers exist to remove obstacles, not create them.
"Mike is an energetic producer who brings a great comforting energy into the team space. He has a great talent for fostering welcoming spaces and encouraging team bonding. Mike is a great fit for any team that is looking to foster an environment that holds space for creativity and kindness."
"Mike and I worked together on the production of an original soundtrack for a multi-format video game. Mike's creations are alive with youthful energy and dynamism, yet have the stamp of a seasoned veteran. The result is a soundtrack that exudes playfulness and sophistication — a highly valuable combination for creative projects. I very much look forward to working with him again in the near future."
"I was 6 years old when I first played that game, headphones in my DS, game paused, just to listen to the music. I'm 19 now. This game is so important to me. That is really what sparked my interest in videogame music."
"Your work on The Chase: Title Theme is nothing short of exceptional. It had become a mantra to so many things happening in my life at that time."
I'm Mike Daw — Creative Director, Senior Producer, and composer with 20+ years of commercial game development across THQ, EA, Codemasters, Atari, Eidos, Konami, Microsoft, Sony, and my own studio Infinite State Games.
Whether you need a Creative Director who runs a project from concept to ship, a Senior Producer with AAA live-service experience, an audio director who also writes the music, or a creative lead who simply knows what makes a game feel right — let's talk.
LINKEDIN: MIKE DAW ↗