Hey there!

I’m Will, a game developer building large-scale gameplay systems, AI, and performant game architectures. I founded PRIZM Games and led Modern Medicine, a commercial Roblox title with over 1.2 million plays worldwide. My portfolio highlights complex AI, procedural generation, real-time graphics, and multiplayer systems, demonstrating deep technical expertise across multiple platforms. Explore my projects below.

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MODERN MEDICINE

Procedurally Generated Horror with a Branching Storyline in an Abandoned Hospital.

  • Founded and led a remote, cross-functional team over a two-year development cycle, delivering a commercially released, systems-driven game
  • Authored and maintained 50,000+ lines of production code, spanning core gameplay, UI, multiplayer,economy, analytics, and AI behavior
  • Designed and implemented server-authoritative multiplayer systems, including inventory, progression, real-time player interactions, and dialog
  • Built advanced AI systems using behavior trees, custom perception (vision / facing logic), and bespoke pathfinding supporting procedurally generated worlds
  • Developed proprietary procedural generation pipelines, including Perlin worm tunneling adapted for 2D spaces and hierarchical world generation
MODERN MEDICINE
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Final Bounty

Roguelike Bullet Hell Orbiting Procedurally Generated Spherical Worlds.

  • Built in C# with Unity, contributing core systems and gameplay programming
  • Designed and implemented multiple unique enemy behaviors, architected for extensibility and engagement
  • Created a custom A* pathfinding solution adapted to navigate spherical planet surfaces
  • Implemented data-driven level generation, enabling procedural room layouts and scalable enemy encounters
Final Bounty
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WebGL Graphics Engine

Custom 3D WebGL Engine for Real-Time Interactive Scenes

  • Custom-built 3D graphics engine for rendering real-time, interactive scenes directly in the browser
  • Developed in JavaScript using GLSL (OpenGL ES Shading Language) to leverage the WebGL API
  • End-to-end implementation of the 3D rendering pipeline, from vertex processing to fragment shading
  • Algorithmic generation of geometric primitives, including cubes, cylinders, and spheres
  • Real-time, matrix-based 3D transformations for camera orientation and object movement
  • Local illumination support, featuring Phong shading and per-fragment lighting models
  • Support for 2D texture mapping and environment cube mapping for skyboxes and real-time reflections
WebGL Engine