Portfolio

William Anderson
Self-employed

Apr 2007 – Present (16 yrs 11 mos)

I’ve been working in the video game industry for over 35 years, with experience in the areas of Project Management, Recruiting, Game Design, and Product Development. I was former Manager of Design of Original Concepts for NAMCO, Senior Game Designer for CAPCOM, Senior Game Designer for Midway Home Entertainment, Virgin Interactive Entertainment. I was a design lead at Ready at Dawn Studios, just to name a few. To date, I’ve worked on over 35 published games.

  • MagicByDzn@hotmail.com

Logo for Other Ocean Interactive
Consulting Game Desginer
Other Ocean Interactive

Jan 2019 – Dec 2019 (12 mos)

Having been the Senior Game Designer on the original 1993 Aladdin game for the Sega Genesis I was brought in to consult and do some design work on the Disney Classic Re-Release Nintendo Switch/ PS4 / Xbox One

Logo for Academy of Art University
Game Design Curriculum Consultant
Academy of Art University

Jan 2014 – Oct 2014 (10 mos)

  • Helping with Game Design Curriculums / Consulting

Logo for Pyntail
Game Designer, Development and Game Industry Consultant
Pyntail

Apr 2011 – Jan 2014 (2 yrs 10 mos)

  • Concept/Designer on Domino Rally (iOS)
  • Lead Level Designer on Babes vs Robots (iOS)
  • New business venture consultant.

Logo for Game Recruiter
Recruiter / Business Consultant
Game Recruiter

Sep 2012 – Sep 2013 (1 yr 1 mo)

In 2012 I was brought into GameRecruiter.com as a contractor to bring my vast experience in game development to help recruit the best and brightest talent in the world for their clients. Because I’ve worked in-house for decades as a developer myself, interviewing/ recruiting and working alongside Product Managers, Programmers, Designers, Artist & Animators and more, I have gained a lot of experience in candidate evaluation. Also having professional and personal experience as a product manager/ lead designer/ programmer and artist I can better communicate back and forth the technical requirements our clients are asking for.

Logo for Psycraft Games
Co-Owner and Senior Game Designer
Psycraft Games

Aug 2011 – Dec 2012 (1 yr 5 mos)

  • Senior Game Designer on Melting Point for iOS/Android.

Logo for Sony Interactive Entertainment
Contract Game Play Designer/ Consultant
Sony Interactive Entertainment

Sep 2011 – Oct 2011 (2 mos)

  • Game Play Design Consultant on Sony Home.

Logo for Keystone Games
Senior Game Designer/ Producer/ Industry Consultant
Keystone Games

Mar 2007 – Sep 2010 (3 yrs 7 mos)

  • US Game Industry and Marketing Consultant.
  • Senior Game Designer Cold Energy, Xbox 360
  • Senior Game Designer Mumuhug Nintendo DS
  • Staffing Consultant.

Logo for Interfuel
Contract Game Designer/ Development Consultant
Interfuel

Jun 2010 – Jul 2010 (2 mos)

  • Game Play Design Consultant.
  • General Development Consultant.

Logo for Farsight Studios, Inc.
Producer/ Assistant Producer/ Designer
Farsight Studios, Inc.

Apr 2006 – Mar 2010 (4 yrs)

I created the Game Party franchise for the Nintendo Wii, which to date has sold 5.62 million units.

  • Game Designer/ Level Designer Game Party 4
  • Producer / Game Designer on Vacation Isle: Beach Party, Wii
  • Designer on Game Party 3
  • Level Designer, Leap Frog NFL Rush Zone
  • Designer on Game Party 2
  • Lead Designer/ 3D Background Artist, Hotel for Dogs, Wii/PC/DS
  • Project Producer/ Designer Midway’s Game Party, Wii
  • Assistant Producer/ Level Designer, Pinball Hall of Fame: Williams Collection
  • Assistant Producer / Designer Hard Rock Casino.
  • Assistant Producer / Level Designer Scarface.
  • Assistant Producer / Charlie Browns All Stars Baseball.
  • Design coordinator/ designer
  • 3D Environments Model Designer.
  • Scenario, tutorial development.
  • Text localization.
  • FarSight’s web site manager.
  • Help with new product research and creation of new product pitch Power Point presentations for the studio.
  • FarSight’s pinball hardware engineer. Responsible for maintaining, taking apart, reverse engineering and reassembling all of the real world pinball machines for product research.

Logo for Ready At Dawn Studios
Game Designer
Ready At Dawn Studios

Nov 2004 – Mar 2005 (5 mos)

  • Game Designer on Daxter for Sony PSP.
  • Responsible for level design.
  • Character A.I and Design Coordination.
  • Designed mini-online game system.

Logo for JGI Entertainment, Inc.
Lead Game Designer
JGI Entertainment, Inc.

Feb 2004 – Sep 2004 (8 mos)

  • Lead Game Designer on Shaolin Streets.
  • Developed the game story and play structure.
  • Helped with design of combat system.
  • Worked with programmers on movement systems.
  • Designed about four production level for the project.
  • Designed Camera AI/ Character AI and Controls.
  • Help with pitching the game concept to publishers.

Logo for Midway (San Diego)
Lead Game Designer
Midway (San Diego)

Mar 2003 – Aug 2003 (6 mos)

  • Member of Midway’s company restructures team.
  • Original lead world designer Gauntlet Seven Sorrows.
  • Developed game structure and helped with story.
  • Designed the over all world structure for the game.
  • Designing player character and NPC combat A.I.
  • Did competitive research work on other titles.

Logo for Eagle Claw Studios
Owner and Creative Director
Eagle Claw Studios

Mar 2002 – Mar 2003 (1 yr 1 mo)

  • Studio Founder.
  • Created the game concept for Clown Combat.
  • Lead Game Play and Level Designer on Clown Combat.
  • Designed a 3D Game Development Tool..
  • Studio & Project Promotion, Fund Raising.

Logo for The 3DO Company
Contract Game and Level Designer
The 3DO Company

Mar 2002 – Mar 2003 (1 yr 1 mo)

  • Worked on Army Men Sarges War, X-Box/Game Cube.

Logo for CAPCOM
Senior Game Designer
CAPCOM

Nov 1997 – Mar 2002 (4 yrs 5 mos)

I worked for Capcom for many years, where I was senior game designer on Maximo Ghost to Glory and managed the game play design and design staff for the product.

  • Senior Game Designer on Maximo (PS2).
  • Produced the game design bible.
  • Helped with funding approval with Capcom Japan.
  • Created the game structure and story plot.
  • Designed Maximo’s combat system with Producer.
  • Designed most of the in-level play mechanics.
  • Designed 2/3’rd of all levels for the game.
  • Designed the power-up management system.
  • Worked on Character A.I. and Game Camera.
  • Did final product tuning work.
  • Recruited, trained and managed design staff.
  • Helped with yearly performance reviews for staff.
  • Evaluated and recruited outside Sound studio.
  • Helped to design world builder tool for project.
  • Evaluate and report on external Capcom productions.
  • Responsible for new concept development.
  • Pitched new concepts to company directors.

Logo for Namco USA
Manager of Design / Producer
Namco USA

Mar 1996 – Sep 1997 (1 yr 7 mos)

I joined Namco USA as Manager of Design responsible for coming up with new concepts for the company and handle the transition and staffing of the studio from PC/Sega Saturn development to Sony Playstation development. I was also responsible for evaluating outsourcing companies and in-coming products for the company.

  • Responsible for converting studio to PSX Development.
  • Produced 6 New Namco concepts in 3 months.
  • Helped to evaluate outside studios for Namco.
  • Helped to secure Treasures of the Deep from Black-Ops.
  • Lead Game Designer on Pac-Man Ghost Zone.
  • Managed production funding approval.
  • Managed a production staff of 17.
  • Help to design world builder tool for project.
  • Namco Japan’s consultant to Rhythm and Hughes

Logo for Oddworld Inhabitants
Manager of Interactive Design
Oddworld Inhabitants

Feb 1995 – Jun 1996 (1 yr 5 mos)

I was brought in as Manager of Interactive Design by Sherry McKenna, Lorne Lanning and venture capital group CPTV to come up with a game play system for the studios first game product Abes Oddysee.

  • Established the game play system for Abes Oddysee.
  • Designed (4) worlds of game play for the product.

Logo for Alexandria, Inc.
Lead Designer and Design Coordinator
Alexandria, Inc.

Feb 1994 – Jun 1995 (1 yr 5 mos)

I joined Alexandria, Inc. as Lead Designer on Izzy’s Quest, the mascot character game for the 1996 Olympics, published by US Gold (Now EIDOS). Later promoted to Design Coordinator of all productions at the company.

  • Lead Game Designer on Izzy for the 1996 Olympics.
  • Level Designer on Max Mayhem (NP)
  • Managed all designers for the studio.

The owners of Alexandria CPTV asked me to move over to help launch Oddworld Inhabitants, a new start-up also owned by CPTV at the time.

Logo for Zono Inc.
Consultant
Zono Inc.

Jan 1995 (1 mo)

Evaluated most of the current hand-held games on the market and consult on future trends in this area. Only a one month contract.

Logo for Abracadabra, Inc.
Movie Screenplay Consultant.
Abracadabra, Inc.

Sep 1994 – Oct 1994 (2 mos)

Contracted to evaluate the movie script for Cutthroat Island and provide feedback.

Logo for Spectrum Holobyte
Manager of Design
Spectrum Holobyte

Sep 1993 – Dec 1993 (4 mos)

I was brought in to manage game design for non-PC products for the company by the President. Was laid off with most of the staff in department shortly after they were bought out by MicroPros.

  • Designed two proposals for Star Trek lic.
  • Consulted on VR project.
  • Consulted on game play on outside project from PF Magic.

Logo for {:companyName}
Senior Game Designer
Oct 1991 – Sep 1993 (2 yrs)

I was the first game designer ever employed in-house by Virgin Games US and helped to build and train the design staff during the early 1990’s. I also was the design lead on Global Gladiators (3rd Party Game of the Year), the award winning Cool Spot for Genesis/SNES and senior designer on Aladdin for Sega Genesis (4K Units Sold/ Developed in less than 4 months)

  • First Game Designer employed by Virgin Games US.
  • Helped to create the Design Group with David Bishop.
  • Co-Managed all designers for the studio.
  • Did first pass designs on many products for License approval.
  • Senior Game Designer of Aladdin (Genesis).
  • Lead Designer of Cool Spot (Genesis/SNES)
  • Lead Designer of Global Gladiator (Genesis).
  • Did the GDD for Jungle Book and many other products.
  • Help to design the tile world builder tool tUME.

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Lead Game Designer/ Programmer
Feb 1988 – Sep 1990 (2 yrs 8 mos)

  • Help to start new game development group.
  • Designer/ Programmer of Dweaby’s Quest.
  • Designer/ Programmer of Legends the Tower of Doom.
  • Designer/ Programmer of Legends 2 The Underworld.

Logo for Corona Micro / Elcom Systems
Lead Game Designer/ Programmer
Corona Micro / Elcom Systems

Jan 1985 – Nov 1987 (2 yrs 11 mos)

  • Help Start Shareware Game Division.
  • Designer/ Programmer of Caves of the Trolls.
  • Designer/ Programmer of Sub-Wars.
  • Designer/ Programmer of Dungeon Quest.
  • Designer/ Programmer of Micro Art.

Logo for Dynacomp
Designer/ Programmer and Artist
Dynacomp

Jan 1983 – Jul 1983 (7 mos)

  • Created the Game Diamond Hunter for Atari 8-Bit.