The Man behind the Magic: Christian Williames, our Technical Designer!

Hello internet denizens, I'm Christian. I'm here as the resident gameplay/technical designer and 2D guy, and this is the post about me.

I've got 7/8ths of a degree in Game Design from George Mason University (currently on hold) and I've gone on a pilgrimage to study on a mountain in Dundee under some game design monks. I've got at least some experience in every field of game development (modeling, programming, 2D/3D animation and rigging, systems/gameplay design, writing, folie, music, production, whatever else you can think of). I've been making weird and experimental little games for friends and family since a very young age and have been shooting for a position of professional game design since I realized that was a thing you could do.

I've got an odd history in gameplay and system design, with experience in a lot of areas - card games, tabletops, LARP design (parlor and contact), platformers, small RPGs, physical toys, board games, and I occasionally trap several strangers in a basement and force them to learn the power of friendship through a series of dangerous challenges before they can leave. I guess that last one falls under larp design too.

I've done a great deal of odd jobs and some consulting and commission work (and several small teams and companies that rapidly self destructed), but this is my first proper gig as designer and I am filled with nerves and excitement.

In my spare time I like trawling through indie game sites for interesting nonsense, and any activity that involves real life crafting. You know, stuff like sewing, sculpting, drawing, propmaking, woodworking, origami. One of these days I'm going to get a 3D printer and just make myself an iron man suit.

So what's my job around here? As technical designer, I'm the glue between the designers and programmers. I get my hands dirty in C#, implementing most of the actual movement and gameplay, and spend most nights haunted by visions of floating point errors and contact filters.

As far as gameplay design, I'm very concerned with the moment-to-moment gameplay. It's my job to make sure it really feels good to control Emilia, and that her personality and the tone of the adventure really shine through in everything from the visual effects to the controls to the jump arc. There's a story that Shigeru Miyamoto started Mario 64 with an empty room with some platforms and slopes. His team worked for some time to make sure just the act of moving around the space was fun -- that's sort of my job around here. The game should be fun before the first enemy or puzzle.

Hopefully you'll see me around talking about wand effects or the physics of broom flight! If not, know I'm out there somewhere, tirelessly glaring at my monitor and muttering something about boxcasts.

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