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Matt Miller

gameinformer.comUK
Interested in
Game DesignTabletop GamesInteractive NarrativeGame Industry
About

Matt Miller leads Game Informer’s editorial direction while writing about how game design, storytelling, and tabletop play evolve across the wider games landscape. He focuses on the long-running magazine’s legacy and future, connecting its archive, current issues, and special projects to the interests of players and creators. His coverage combines editorial leadership with service pieces, deep dives into narrative and systems design, and cross-media features that link video games with novels, tabletop games, and other formats.

Editorial leadership and the shape of Game Informer

Miller serves as editor-in-chief at Game Informer, overseeing the outlet’s editorial mission and the tone of its coverage.

He has worked at Game Informer since 2004, giving him a long view of how the magazine and the broader games industry have changed over time. In his “Game Informer Is Back” letter from the editor, he explains the publication’s return under new ownership and sets expectations for how the team will continue to cover games. That piece frames Game Informer as a place that celebrates games and the people who make and play them, and it underlines his role in steering the magazine through major transitions.

His announcement on the expansion of the Game Informer magazine archive shows him working at the intersection of editorial strategy and reader access.

In that article, he walks through how the archive now spans issues back to the magazine’s launch in 1991 and explains how readers can navigate and locate individual issues and articles on the site. The same focus on legacy appears in coverage around Game Informer’s 35th anniversary, where he contributes a special letter and extended coverage in a feature issue tied to the game Exodus.

Across these pieces, his work stands out from a typical beat reporter by foregrounding the identity, continuity, and purpose of the masthead itself.

Game design, interactive narrative, and tabletop worlds

Miller’s author bio at Game Informer highlights a special interest in the evolution of game design, the tabletop hobby, and the crafting of interactive narrative, and that focus runs through his editorial projects. In the Exodus cover feature, he contributes several pages that explore the broader universe around the game, including novels, a tabletop role-playing game, and other related projects. That coverage treats the game as one part of a larger transmedia narrative and shows his attention to how stories and systems extend across different formats.

His long association with tabletop games informs how he writes about play, rules, and player choice, whether the subject is a video game or a physical game. When he appears on Game Informer’s podcast to discuss releases like Bayonetta and Bastion, he participates in conversations that break down combat systems, platforming, and artistic presentation in detail. The discussions described in those episodes focus on finely tuned combat and over-the-top dramatics in Bayonetta and on creative action-RPG design in Bastion, reinforcing his interest in how design decisions shape the player experience.

Taken together, his bio and these appearances mark him as a journalist who approaches games through their mechanics, narrative structure, and the broader ecosystems of play rather than only through surface-level news beats.

Service coverage, access pieces, and reader-facing tools

Miller frequently writes service-oriented coverage that helps readers decide what to play and buy and how to engage with Game Informer’s content. His Holiday Buying Guide 2021 is a curated guide that walks readers through recommended games and products for the season, leveraging his knowledge of design and narrative to highlight notable picks.

In addition to recommendations, that article includes an updated bio that reiterates his long tenure at the outlet and his design and storytelling interests, tying his expertise directly to the guide’s curation.

His work on expanding the magazine archive functions as another form of service journalism, giving readers tools to access historical content and track down specific issues and articles from across the magazine’s run.

That piece emphasizes navigation and discoverability, positioning the archive as an active part of Game Informer’s coverage rather than a static library. He also writes access-focused pieces that make Game Informer’s visual assets, such as Halo cover art, available as free downloads for readers, further extending how audiences can interact with the magazine’s work beyond reading articles. His service coverage stands apart from a standard news beat by blending practical utility with stewardship of the outlet’s back catalog and visual identity.

Reviews, features, and analytical commentary

Beyond editorial letters and service articles, Miller contributes reviews and features that deepen Game Informer’s coverage of individual games and trends. External databases listing his work categorize him under “Reviews & Features,” underscoring that he writes evaluative and exploratory pieces rather than only short news posts.

His appearances on the Game Informer Show reinforce this analytical role; in episodes discussing titles like Bayonetta and Bastion, he joins colleagues to examine gameplay systems, genre conventions, and the creative choices of developers.

In the Bayonetta episode, the conversation is framed around its finely honed combat and heightened dramatics, a style of discussion that matches his stated interest in evolving game design and interactive narrative. The Bastion episode similarly centers on creativity and charm in an action-RPG, highlighting the interplay between mechanics, aesthetics, and storytelling.

Through these reviews, features, and podcast segments, Miller’s coverage distinguishes itself by sustained analysis of how games are built and experienced, anchored in a long relationship with the medium and a clear editorial voice at the masthead.

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