Update (10/20/19) TQ game demo was updated with two more levels and items. Previously I developed a new debug system to catching bugs in the game and it has proven extreme helpful. we all like games with cheat codes right? 



Treasure Quest Update (07/18/19)

First temple completely finished with a Boss fully programmed with attack states. Decided to preview the full game run through of the new temple and boss.

Preview here:


Treasure Quest Update (07/17/19)

Went live on YouTube and started building something massive that changed the outlook of the game. With the fourth section of equipment jewels had to be made. Started developing a jewel system through programming and building 3D models of the jewels and turning them into UI elements.
Preview here:


Treasure Quest Update (07/10/19)

Finished the model of the first temple and fully programmed a carrying system that allows the character to pick up objects and sit them down or throw them on switches. All obstacles are fully programmed and some puzzles are solved by using the demon mask item.


Treasure Quest Update (07/28/19)

Continued building the first temple level along with composing epic boss music that will play when fighting the temples boss. Preview here: 


Treasure Quest Update (06/10/19)

Started modeling the first complex temple to beat in the game. Composed the levels music with a "ruins" type vibe. Demo here:


Treasure Quest Update (05/16/19) Fully developed Shop System with talking people: I had a code block for 2 straight days. I broke another wall learning more code as I go.


I felt like my game needed more to the story, I wanted interaction objects that would hint different item locations and areas to explore. I built a journal system that records the players interactions with specific objects so the player can look back at it for sub quests in the game.

Created powerful items for beating the main temples in the game. achieving all of them would unlock the last area in the game, where you would obtain the most powerful item of them all.


I learned more about delegates, Unity Events and Unity Actions and I built the entire UI interface of the shop system.


What exactly happens when I drop a person into 3D space? I can set in the inspector what town and if the person acts as a shop.


When shopping and depending what town, will bring up a variety of items you can buy.


There are 6 slots that are assigned "when talking" immediately in code. It then selects and detects any item I want. The price, a discount, a sale of the week, a special item.


This tells the player that this town has this item on sale where the other town has it for full price.


Also when you buy the vitality the dialogue changes as if the shop keep recognizes you. During night the shop closes and kicks the player out from of the shop and closes the door.


A dialogue message pops and says it opens at 6am. During night time the people that wander around say different things than they would during the day.


Want to Contact me? Please visit me at Facebook, Instagram, twitter or YouTube. at these following links!






Want to Play Treasure Quest?

Download the demo at Itch.io




Meet me locally at gaming events in Halifax which includes:

GDA - Game Dev Atlantic 2019

Volta Labs - Global Game Jam 2020

Halcon - NSCC Game Development Program Sponsor 2019.

CGX - Canadian Gaming Expo and Dev Talks.

© 2019 Michael Wills

Latest Project


Devastation - Unity PC/Mobile

Unity 2D Shoot'em up bullet hell action game designed in 2D

Devastate the alien race with destructive power of upgraded weapons and nukes. Show them that one ship can conquer them all!



Treasure Quest - Curse of the Black Jewel

Unity 3D dungeon crawling action RPG designed in a first person perspective!

Slash your way through  dungeons exploring for sacred treasure and save conquest island from corruption.


A passionate and inspired video game design hobbyist and artist that also has interests in composing music and sound.

Also an extremely hard working individual


An avid game collector and PC gamer, with a skill set with a wide range of software including Adobe creative cloud, Unity, MAGIX and Visual Studio.


Since the start of my game development i realized that I'm very persistent with my work and never have I put my best in to something like this, spending countless hours learning, exploring, creating, programming just to build a game.


Game development defined my personality, I have always been an extremely creative person. Designing games gives me the tools to bring out the best out from my personality.


I like to build games from the roots of old school gaming. When creating games the idea is to build something unique to the eye, allowing the player to explore features of the game and browse through items and obstacles that are enjoyable.


The game play experience I would like to portray should satisfy the player by achievement or intense action. Most of my games are based from top games that made old school gaming, like Descent, Unreal tournament, Doom, Zelda and Landstalker.