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High Horse Entertainment

High Horse Entertainment is a joint venture between Jay Mattis and Timothy Rapp. Together, we bring 20 years of professional experience to our games and our clients.

We are committed to the development of robust online environments for responsive and engaging player versus player gameplay. Video games are highly interdisciplinary by nature, and we have spent our careers cultivating the wide array of skills necessary for AAA development. We believe that by having a small team of highly dedicated people, you get a far more creative, focused, and ultimately fun product.

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A fast-paced action-sports game that pits 2-4 players against each other in a unique combination of air hockey and tennis. Players scramble to retrieve and throw a glowing disc while unleashing devastating abilities and defending their end zone.


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Who We Are

Jay Mattis

Jay began his career at Treyarch working on Call of Duty: World at War and grew with the franchise during the eight years that followed. During that time he designed and implemented visual effects, game modes, gameplay systems, live services, networking technology, and physics simulations. After Black Ops 1 was released, he developed a new user interface system from the ground up for future titles. It was subsequently adopted across all Activision studios developing for the franchise. He now knows more about font rendering than anyone should have to know.

Timothy Rapp

Tim entered the industry as a Software Engineer developing always-on network applications. Tossed into the fray as a member of a small team of online engineers developing Call of Duty 3, Tim delivered the first 24 player peer-to-peer game ever released on consoles. After building the entirety of the online gameplay for the Guitar Hero franchise, Tim returned to Call of Duty to build weapon, equipment, and animation systems for Black Ops 2. Though engineering has been his trade, Tim has spent his life creating art and developing a video game art pipeline for AAA content generation.

Our Services

  • Concept Art and Ideation
  • High Poly Sculpting
  • Low Poly Modeling
  • Mesh Texturing
  • Shaders and Materials
  • Retopology
  • UV Layout
  • Graph Authoring
  • Hand Keyed Animation
  • Markerless Mocap
  • Mocap Cleanup
  • Rigging and Retargeting
  • Scripting Rig Expressions

  • DCC Tools
  • Game Networking
  • Gameplay Systems
  • Live Services
  • Optimization
  • Rendering
  • User Interfaces

Prior Work

© Activision Blizzard, Inc.