Mitch Liu

Mitch Liu

Mitch Liu

Mitch Liu

United StatesUnited States
‘80 / 43 Y.O.
Years Present
2016 - now
Net worth
50,00 M $

Mitch Liu is the co-founder and CEO of Theta Lab Inc, (formerly, and Tapjoy. He was also the co-founder and president of Gameview Studios between 2010 and 2011, before its sale to the Japanese game developer DeNA.

In 2002, he graduated from the Massachusetts Institute of Technology with a Bachelor of Science in Computer Science and Engineering. In 2004, he also graduated from Stanford Graduate School of Business with a Master of Business Administration. After graduating from Stanford’s business school, he started four mobile advertising and gaming firms.

In 2007, he co-founded Tapjoy, Inc. (formerly Offerpal Media, Inc.) and served as its Vice President from 2007 to 2010. In 2010, he co-founded Gameview Studios, a pioneer in mobile resource management games, which was acquired by the Japanese gaming giant DeNA. Together with CTO Jieyi Long, he created Theta Labs in 2016, focusing on video streaming technologies for VR and ESports. Theta Network was also developed to effectively transport 4k, 8k, and VR footage throughout the globe.

Through technology and marketing, he has contributed to the development of several consumer and online advertising firms. He managed the platform product management team at Adteractive, a pay-for-performance CPA lead generation sector leader. He was responsible for four vital vertical companies and over $150M in online advertising sales. Before joining Adteractive, he was the Director of Product Management at, where he oversaw the initial market research and the launch of a new software-as-a-service application. He was also the temporary marketing director for Xfire.

At events such as ESL One: Unique York 2016 and Intel Extreme Masters Season 12 – Oakland, the firm collaborated with ESL and Intel to provide virtual reality material to fans and give them a new consumer experience by immersing them in the game.

The firm has agreed to participate in fourteen ESL and DreamHack championships this year. The platform has immense promise and was warmly accepted at both events last year, even in its infancy.

In an interview, he was asked about the history of

“I’ve been in Silicon Valley for well over ten years involved in various start-ups. I started playing Counter Strike 1.6 back in the day around 2003, so I’ve been fascinated by FPS for a long time. I got into the Facebook social gaming apps space around 2009 by working with likes of Zynga and Playdom/Disney. From here I started developing my own mobile games for iOS and Android in 2010, and then we saw the emergence of Twitch and started to think about better ways of improving the spectator experience. This is how first emerged.”

In addition, he discussed the future of virtual reality in arcades and casinos.

“You see a big trend of this happening in China. The issue is of course the price point, and because of this even the more traditional gaming cafes are setting up physical VR environments for their customers. There is definitely an opportunity for this in the US. At Oakland last year Intel set up Oculus Rift viewing stations, and these worked really well. It’s a wider trend in the US and the likes of IMAX for example is experimenting with VR technology in its movie theatres. For the emerging esports lounges surely it makes sense to have a VR corner with food available and a stocked bar?”

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