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Alexander Williams
Game Developer
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03:28
Being Food (Personal Project)
A whacky 3D puzzle platformer with a retro inspired style I've been developing. The character controller is extremely expansive, allowing the player to change arms which give the character different abilities. There is a very unique inventory system that increases the player's size and allows the player to combine items into new ones. There is a comprehensive Cheat system as well as a Dialogue system, Menu, Save, Death, Cutscene systems, NPC controllers and many more things.
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01:47
Intraverse
A comprehensive online world which I helped build with a small team. It includes Networked players who can use audio and text chat to communicate, and different lobbies they can join and see each other in. The project is streamable via Vagon and can also be played in a mobile app and on desktop. Amongst the project, I have built features both from the ground up and implemented various packages to fit into our game. The features I have solely developed include a Friends system, Leaderboard system, Quiz System, Tutorial system, Room Customization system and URL Sharing system. Amongst those I have had my hands comprehensively in almost every system we have including out Networked classes and loading systems. Most, if not all of these systems also communicate with our API endpoints to create an online environment that syncs with every local player in the room.
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01:00
HoneyDude (Personal Project)
This is a "Paper Mario" inspired RPG I had been working on earlier in the year. The drawings were actually hand drawn by myself on paper and then rigged in Spine. The player can swap between themselves and the "follow" character. Each character has different weights and abilities but inherit from the same base custom character controller I made. There is a black out effect and change of camera perspectives when walking into a room, also when you walk into an enemy character you engage in the battle system which is currently a work in progress.
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01:02
Webkinz Mine
Collaboratively developed this section of our MMO in a small team with one other developer. The player can search around for mineable rocks by revealing them with their headlight. Once they find one, we raise the emission levels on the shader for the gems and play a nice pick axe animation to reveal the gem you got. You then get to choose which gem you'd like to keep and you are returned to the shop where you choose whether to keep or sell it.
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02:08
Atomicolicious
This is our version of Match 3 game VS AI and is a mini game within our MMO. It was solo developed by myself and it has a bunch of special rules and animations depending on which pieces you connect.
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01:32
Virtual Families 3
This was my big project while working at Gogii. Released in 2022 with over a million downloads, this is a life simulator game with an extensive amount of content. Your family moves around on their own and chooses randomly from a group of behaviours as to what they are doing. I was a big part of implementing the behaviour system in this game, basically they are chosen based on your hunger levels, how long it's been since you've eaten, your likes, dislikes, energy levels, furniture in the house, age, you name it. You can pick up your family and put them onto objects which can enable other behaviours, but a lot of the times, you just put the groceries on the table, decorate their house and let them take care of themselves. Among the features I worked on was the modular house. You can upgrade your house by adding new rooms, changing rooms, adding gardens and paths, which all call a group of construction workers to come and build that room. There are garbage systems in place where trash, weeds and dirty laundry are placed around the place and you have to make your family clean it. There is an very involved lawn and watering system where the grass grows and you need to mow it. I implemented a lot of the UI in the game, I created the achievement system and the random event system. The project started with just me and one other team member and over the course of two years expanded into a team of about 5. It's hard pressed to find something I didn't touch in this game and it is hard to show exactly what it can do over video since it is such a big game.
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00:33
The Duck Guys (Personal Project)
This is a small 3D platformer I've been having some fun with. There is an adjustable "pixel" scale that is being achieved by rendering what is seen through one camera onto a render texture and lowering its size while another camera looks at the render texture. The character controller as well as the collision system is completely custom. There are multiple IK passes being used on the model, including the character's feet's position and rotation as well as his body's rotation and breathing while he's floating in the air. The model was also made a rigged in Blender by myself.
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01:25
ICON
A dynamic social game where you can interact and message your friends, create clothing for your avatar, upload posts, comment on other user creations and purchase NFT clothing.
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01:15
Triple Strike Solitaire
This is our version of Tri Peaks Solitaire and was my first solo developed project on the team. This is a mini game within our MMO. It is a simple card game where the difficulty ramps up after every level of completion with some nice cascading particle effects and sounds along the way.
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00:52
3D Camera Controller (Personal Project)
This is one of my first personal projects and is the first model I finished and rigged in Blender. The camera system is completely custom and is made to replicate the camera in the 3D Zelda series. It has a free use mode and a follow character mode. It zooms in and out at nice angles that accent the character. There is a targeting system, the targets are being quick sorted and you can lock on to them, which puts the camera into a new, behind the player perspective. While behind the player, the camera latches on to the current closest side (left or right of the player) and stays behind them in a very cinematic perspective. While locked onto the target, you can also move into manual controls for the camera and get a wide view of you and who you are targeting. One of the reasons I keep this in my portfolio is because I like to think it shows that I can look at something, and without any sort of tutorials, I can recreate it.
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