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    <loc>https://wilsonvillegas.com/home</loc>
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    <lastmod>2025-09-17</lastmod>
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      <image:title>Home</image:title>
      <image:caption>Wilson is a game designer in Austin, Texas. When he's not working on games he may be found dancing with slimes.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/6dc63a92-fb82-4d4d-b436-8aa0a4ca121c/bungie-logo3.png</image:loc>
      <image:title>Home</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/fe4dc3ac-aaf4-4e61-8595-eca7646ffea9/AELogoSquare.jpg</image:loc>
      <image:title>Home</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/584ae7d3-a0f3-48db-8dfb-e44e873cb3f0/ghoststory.png</image:loc>
      <image:title>Home</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650935329582-LS4KHKDM00IWAP6UJGRC/airshipwide.jpg</image:loc>
      <image:title>Home</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650912384596-WSMTZXJVLFDFITL5XSVY/airshipbg.png</image:loc>
      <image:title>Home - At Airship, I worked as a Lead Combat Designer on a new fantasy IP, Wayfinder.</image:title>
      <image:caption>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</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650903208868-OQP0QSZP66KQCU712BCB/dsg.jpg</image:loc>
      <image:title>Home - 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</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650914678524-FHFKO2D82LFN44T7PM83/rockstarbg.png</image:loc>
      <image:title>Home</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650914798699-4476G42YTHW62PLKJUAD/rdrii.jpg</image:loc>
      <image:title>Home - 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</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650917480906-48GFLP6HHBHS5VAZ4OGX/qclogo.jpg</image:loc>
      <image:title>Home</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650917958244-UHS7BYP6KZ08EJNWBK3E/breachbg.jpg</image:loc>
      <image:title>Home - 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</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650919036332-7HU9RYIOX5AKRXW0EGSV/PCBoat.jpg</image:loc>
      <image:title>Home - 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</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650921564091-2RVR4H6K4IDQVN9YNKW8/TPG_logo_Black.jpg</image:loc>
      <image:title>Home</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6266c2515164fa73ef36c0a2/1650921620783-8J88KCQWMGQX48MSBFL4/kissofdeath.jpg</image:loc>
      <image:title>Home - 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).</image:title>
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