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 2023Online Action RPGPC/PS5/PS4Unreal EngineContributionsManaged combat direction with emphasis on AIShepherded character design collaborationImplemented base set of enemies and early bossesIterated on core mechanics for player and enemiesAssisted with adapting GAS-driven combat system I also worked as a Combat Designer on Darksiders Genesis.Info:Released in 2019Co-op Action RPGPC/Switch/PS4/Xbox One/StadiaUnreal Engine 4ContributionsDesigned and implemented AI/abilities for enemies and bossesWorked with level design to refine combat space for encountersManaged combat balance and difficulty modesResponsible for wave-based arena modeWorked 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 2018Action-AdventurePS4/Xbox OneRAGE (proprietary engine)ContributionsOwned/implemented legendary animal system and encountersCreated data-driven state machines for NPC law enforcement encounters along with AI compositionsAuthored game system data across a range of contexts to achieve realistic AIImplemented and tuned weapon data to maintain consistency and feelAdapted 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 2019Online Action RPGPCUnreal Engine 4ContributionsConstructed multiplayer greybox levels for both linear and open action combat spacesDesigned and implemented dynamic level events and objectivesWorked 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 2015Narrative ExplorationPCUnityContributionsLevel design, narrative scripting, and modeling for 3D first person gameCo-wrote story and interactive dialogue that influenced game stateUtilized Agile methodology to organize small team of contributors Steam Page 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).