Unity 3D developer, Graphic artist, Programmer, Game designer.


Michael Wills                                                    Canadian, Nova Scotia

06/03/1988                                                                                  English


Game Development Generalist at NSCC Truro Campus                   

Graduated 2018

Grade 12 High School Diploma at Horton District High School        

Graduated 2008

Relevant work experience for Industry


4 year freelance Unity game design for Mobile and PC

Alternative experience in the following:

  • Graphic art

  • Sound FX

  • 3D & 2D games

  • User interface

  • Wallpapers & logos

  • Web design

  • Video development

  • Music

Case-EO UK - Game Intro Developer

Design of a boot sequence for arcade games displaying the logo of the company

July 2018

PX Pharma Choice - Video Advertisement Developer

design of weekly advertisement and special promotion videos for in store display       

Jan 2019 - present

Skills & Interests

 Graphic Design


Adobe Photoshop: 10+ years

  • Created a variety of advanced 3D design backgrounds

  • Designed and constructed overlaid images (game covers, logos, icons, sprites, buttons, banners, backgrounds, HUD)

  • Saving images in a variety of formats (PNG, JPEG, GIF, BMP, TIFF)

  • Exporting 3D images into 3D models for 3D design software.


Adobe After Effects 4+ years:

  • Designed a majority of high quality videos (background, intro, loading)

  • Key framed imported design images from Photoshop (constructed – fading, moving, zooming, rotation, distortion)

  • Saved videos in high and low quality resolutions (H.264 - MOV, WMV, AVI, MP4)

  • Experienced with After Effect plugins such as Element 3D Video Copilot


Game Design


Game Programming (Unity): C# 4 years

  • Character Controllers (6 degrees of freedom/First Person 3D, 2D controllers)

  • Enemy AI 3D & 2D (enemy state machines – attacking, moving, idling, shooting, vanishing, chasing, ambush, bosses)

  • Game Control Management (storing file data, loading and saving, game transition, scene management, day/night transitions, in game time management, wave systems)

  • UI programming (shops, object pooling, item management, character dialogue, game pop up displays, transitions, visual effects, camera fx)


Level Design (Unity) 4 years:

  • Unity Pro Builder – design 3D object models and props including animations

  • Unity Pro Grids – design for perfect professional grid snapping for 3D models and levels

  • 3D and 2D Levels – (tile palettes, dungeons, houses, terrains, caves, boats)

  • Level objects (items, pickups, props, kill boxes, obstacles, moving platforms, puzzles)

  • Level development (post processing, occlusion, navigation, profiling, sky boxes, lighting, ambient settings)


User Interface (Unity/Other) 6 years:

  • Main Menu UI (animation, buttons, sprites, backgrounds, 3D Text, transitions)

  • Loading Screens (Image design, loading bars, percentage displays)

  • In Game UI (damage effects, score, visual layout, health, ammo, item display)

  • Game videos (boot intros, game play videos, video backgrounds)


Music & Sound Design


Magix Music Maker: 7 years

  • Created a library of music albums

  • Constructed in game music (particular elemental designed levels - ice, lava, forest, boss, ambiance, dungeons, sound effects)

  • Combined mechanical sounds composed for game intros and loading videos


Adobe Audition: 4 years

  • Recorded sounds for UI and in-game (distorted to sound like, gun effects, player movement, explosions, collisions, enemie encounters, ambiance - (rivers, storms, waterfalls, day, nightfall, wind, underwater)

  • Enhanced sound frequency (echoes, reverb, ambiance, volume, fading, looping) 

Personal Games

  • Extinction - Programmer/Level Designer (PC, 6-dimensions of freedom shooter Unity game)

  • Devastation - Game Designer (PC and Android Unity, 2D bullet hell Shoot'em up

  • Treasure Quest – Game Designer (PC Unity first person role playing dungeon crawler)

  • Destiny Venture - Programmer/Game Designer (PC, first person adventure Unity game)

  • Brick Win 2000 – Programmer/Game Designer (paddle & brick Java Script game for web browser)                                                 

  • Plane-X-ball - Programmer/Game Designer (PC roll-a-ball adventure Unity game)

  • Hellfire - Programmer/Game Designer (PC, first person shooter Unity game)

  • Bio Realm - Programmer/ Weapon Designer (PC, first person shooter Unity game)



Devastation Log - 02/08/20 


  • Game now available on Steam and added 25 in game Achievements.

  • Fixed a bug when a player holds the slowdown buttons and dies, they stay slow when they start the game again until the slow button is pressed again.

  • Added when a player dies in survival on multiplayer, the person that died can spawn back after the boss is defeated.

  • Adjusted the difficulty of the enemies and bosses being much too difficult on insanity.

  • when a player is game over, the score display was "rude", created a game over state that waits a few seconds before score is displayed.

  • Added a feature to the special power up, you gain more score when "special" power up is active when you kill a boss.

  • Fixed a bug where only lives were given to the player when reaching a certain score. game detects if player is low on lives or bombs, if neither then a special power up is rewarded.

  • Fixed animation on the 9th boss showing off the screen in 1440 resolution.

  • Readjusted screen colliders so player and move closer to the edge of the screen.

  • Fixed a bug when 4 players beat the game, game would react in an infinite loop.

  • Fixed sound issue when 4 players played the shoot sound simultaneously was too loud over music.

  • Fixed a bug when playing multiplayer player can't take lives and come back to game, from people that have the same amount of lives.

  • Other performance tweaks.

[Known Bugs]

  • Gaining the multiplayer achievement can be obtained with 4 players by plugging in 3 more controllers and beating the last boss.

  • video background glitches and not looping seamlessly.


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.


It's been 4 months now since Halcon and I had built a game from scratch and released it on Steam, I feel proud of this because it's the first time I had done such an accomplishment, inspiring actually to see people purchase my game. I'm glad all the work I've put into my project had brought a great game experience to people. We both go home happy.

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!






Check out Devastation on Steam!

Want to Play Treasure Quest?

Download the demo at


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.

NSCC - Tech Connection Conference

© 2019 Michael Wills