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 Archetype Entertainment as a Senior Technical Designer on EXODUS.
At Bungie, I worked 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).