Wilson is a game designer in Austin, Texas. When he's not working on games he may be found dancing with slimes.

I work at Bungie as AI Design Lead on Marathon.

At Ghost Story, I worked as a Senior Narrative Scripter on JUDAS.

At Airship, I worked as a Lead Combat Designer on a new fantasy IP, Wayfinder.

Info:

  • Entered Early Access in 2023

  • Online Action RPG

  • PC/PS5/PS4

  • Unreal Engine

Contributions

  • Managed combat direction with emphasis on AI

  • Shepherded character design collaboration

  • Implemented base set of enemies and early bosses

  • Iterated on core mechanics for player and enemies

  • Assisted with adapting GAS-driven combat system

 
 

I also worked as a Combat Designer on Darksiders Genesis.


Info
:

  • Released in 2019

  • Co-op Action RPG

  • PC/Switch/PS4/Xbox One/Stadia

  • Unreal Engine 4

Contributions

  • Designed and implemented AI/abilities for enemies and bosses

  • Worked with level design to refine combat space for encounters

  • Managed combat balance and difficulty modes

  • Responsible for wave-based arena mode

  • Worked in C++ to extend and maintain desired AI functionality

 
 

At Rockstar, I worked as an AI Code Content Developer on Red Dead Redemption 2.


Info:

  • Released in 2018

  • Action-Adventure

  • PS4/Xbox One

  • RAGE (proprietary engine)

Contributions

  • Owned/implemented legendary animal system and encounters

  • Created data-driven state machines for NPC law enforcement encounters along with AI compositions

  • Authored game system data across a range of contexts to achieve realistic AI

  • Implemented and tuned weapon data to maintain consistency and feel

  • Adapted to multiple workflows in code/script/data

I worked at QC Games as a Level Designer on an Early Access title called Breach.


Info
:

  • Released in 2019

  • Online Action RPG

  • PC

  • Unreal Engine 4

Contributions

  • Constructed multiplayer greybox levels for both linear and open action combat spaces

  • Designed and implemented dynamic level events and objectives

  • Worked as combat designer on the first boss (playable by one player against a team of four) as well as level design for the arena

Independent Work

I worked on the game Port of Call as team lead and lead designer throughout development.
Info:

  • Released in 2015

  • Narrative Exploration

  • PC

  • Unity

Contributions

  • Level design, narrative scripting, and modeling for 3D first person game

  • Co-wrote story and interactive dialogue that influenced game state

  • Utilized Agile methodology to organize small team of contributors

I worked at Twisted Pixel as Quality Assurance primarily on Ms. Splosion Man ports (2013) in addition to Lococycle (2013) and The Wavy Tubeman Chronicles port (2012).