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Mat Annal is one of the founders, a director and a pixel artist of the game company Nitrome.

History[]

Mat Annal earned a a degree in graphic design[1] at university.

Both Mat and Heather worked at several agencies[2] doing various web projects[2], prior to creating their own company - Nitrome. Nitrome was created out of Mat and Heather's want of wanting to develop game's themselves[3]. At first, they entered the mobile gaming market [3], but within a year, moved to creating online games, as the mobile gaming market shifted in a direction contrary to what Mat wanted[3].

Mat did the artwork for Nitrome games early on, but later stopped doing that (as artists had been hired) and moved to just overseeing projects. Despite ceasing work on art, Mat's most recent work has been the art for Rainbogeddon, which is his first job on art since two years ago.

Art style[]

55?cb=20120317190109 Incomplete section

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Mat's art style used to comprise of small, cute characters with simple designs. This is seen in most of the earliest Nitrome games. Since 2006, Mat has acquired better skills, even though he no longer produces artwork regularly for Nitrome games.

Games[]

External links[]

Gallery[]

Notes[]

  1. Matthew Annal (Nitrome) interview
    FreeGamesNews: Can you tell us a bit about your background?
    Mat: Both me and Heather have degrees in Graphic Design
  2. 2.0 2.1 2.2 GotoAndPlay - Spotlight:Nitrome
    Q: We'd like to know a little about your background. When did you guys started making games and how did Nitrome start?
    A: Nitrome started in late 2004. Me and the other owner Heather had previously worked for several agencies doing various web projects and wanted to get into an area that would allow us to develop original games.
  3. 3.0 3.1 3.2 3.3 MochiMedia - Developer Spotlight: Nitrome
    MochiMedia: Tell us a little bit about yourself, your background, and Nitrome. What brought you to develop flash games?
    Mat: ...decided to start our own company to make games for the mobile games market that was immerging [sic] at the time. We didn’t really have the funds to take a mobile game to market so we ended up doing it as a sideline to more client web projects. After about a year we decided the mobile market had moved in a different direction to the one we wanted to head in and decided to concentrate more on what we knew which was web games.
  4. [1] The site was linked on one of their facebook posts.
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