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Hi
I'm Will Holman

A Game Programmer from Adelaide, Australia.

I Graduated from the Academy of Interactive Entertainment (AIE) in association with the Canberra Institute of Technology (CIT) in 2019 with a Bachelor of Games and Virtual Worlds (Programming).

I am currently contracted at Hungry Huntsman since June 2024, working on Blocktava.

Previously Mighty Kingdom, Stellar Advent.

I have incredible experience with the Unity game engine, and extremely proficient with the C# programming language. I also have experience during my studies with the C++ and PHP languages.

I absolutely love and cherish video games, and they have held a spot in my heart from when I was a little kid playing games like Runescape, World of Warcraft, or Pokemon with my brother.

Ever since I found out being a game developer is possible, I've been committed and working hard to pursue a career as a programmer.

PROFESSIONAL 

PROFESSIONAL

Star Trek Lower Decks The Badgey Directive is a mobile idle game released on both android and iOS by Mighty Kingdom in association with East Side Games.

I joined the project early into it's development and played a vital role in the successful launch of this product.

I was responsible for various features and functionality, including core systems relating to live service, remote configuration of features, feature flagging, and A/B testing.

I worked extremely close with other creative disciplines while designing and creating new systems and modifying existing ones. I also interacted with the client often to ensure accuracy of design specifications, feature implementations, and quickly iterated through feedback.

Remote Feature Configuration

  • Remotely configure features to allow balance changes and modifications to functionality without client updates.

  • A/B Testing for features

  • Staged rollout of new features through regions, platforms, and/or percentage of players.

  • Remote feature flagging to enable/disable features without a client update.

Character Introductions

  • Character Introductions cut-scenes are incredibly intuitive for any discipline to link to a character, with a simple and approachable interface.

  • New characters obtained for the first time have a popup saying they're new.

  • A story cut-scene plays for new characters obtained, that utilizes the inbuilt story cut-scene technology.

Limited Time Event Visual Reskin

  • Visual Event Theme Database allows for limited time events to have different visual aspects.

  • Unity Scriptable Object design allows for all disciplines to create and modify Event Themes in an easy and intuitive way.

and more!

I also worked on optimization, analytics, remote error reporting, camera bounds, various debug tools, bug fixes, notification arrows on the side of the screen to point to important things, and more!

Conan Chop Chop is a 1-4 player online multiplayer roguelite developed for the PS4, Xbox One, Switch and PC by Mighty Kingdom and published by Funcom.

As I joined mid-development on this project, I had to quickly familiarize myself with a well established, large, multi-platform code base. I established myself quickly within the project and made major contributions to a number of core mechanics, new systems, and game-play changes. I worked closely with design, art, and production while responding quickly to client feedback to ensure we produced a high-quality product.

Multiplayer

  • Creating multiplayer game-play across multiple systems as well as locally.

  • Experience debugging multiplayer synchronization issues, and multiplayer optimization issues.

Town Meta Progression

  • Paired with another programmer and design, to collaborate and create a well designed meta progression system.

  • Added a new meta currency to use for permanent upgrades and unlocks.

  • Town buildings could be upgraded to provide better equipment for subsequent runs

Character Abilities

  • Characters abilities were defined through Scriptable Objects, allowing for easy customization through the inspector window for all disciplines.

  • Character profiles allowed for new characters to be created easily with any ability set without programming knowledge.

Consoles

  • Experience with developing for various console platforms, such as the Nintendo Switch, Playstation 4, and the Xbox One.

  • Experience profiling and debugging issues across the various platforms, through Unity's inbuilt tools and the relevant platform development tools.

Tutorial

  • Custom Unity Node-Based Visual Editor allowed for easy modification from design.

  • Segment modifier system allowed any segment (level) in the game to have custom modifiers, or requirements before completion.

and more!

I also worked on some optimization, boss cutscenes, implemented the parrying/blocking system and, of course, copious amounts of bug fixing!

All work on Conan Chop Chop required careful planning and implementation to ensure it worked correctly and smoothly in online multiplayer.

Frontier Quest is a hybrid puzzle/RPG game, and was developed by Stellar Advent. Stellar Advent, at the time of creating Frontier Quest, was mostly a group of students that graduated together from the Academy of Interactive Entertainment.

The game was released on steam, and for the Nintendo Switch.

As one of the two programmers on the team, I was responsible for the level (dungeon) exploration systems, the turn-based combat system (including friendly/enemy NPC logic), the inventory/equipment system, and the questing system.

This was my very first game that was released on steam, and my first game since graduating from my course.

Home Visit Simulation

A home visit simulation prototype made for the University of South Australia's Social Work and Psychology courses. This was created for the Samsung GearVR, and in 11 days by a 3 person team, an artist, designer and myself as the programmer.

This was a unique placement opportunity while I was studying at the Academy of Interactive Entertainment.

dOGR: aie MAJOR PROJECT

Dogr is a third-person action adventure featuring RPG elements with a stylized art style. The project was completed in a 12 week time frame, with 3 designers, 3 artists and myself as the lone programmer for my courses final major assignment.

The game features a dialogue, questing, combat, crafting, and inventory system. I also contributed majorly to the town's level design.

fun!

Fun!

Big Carrot Stonks

Big Carrot Stonks was a game I made for the Adelaide Game Developers SA Slam Jam, a one week game jam during June 2022. The theme was 'Oversaturated', and I interpreted it as oversaturating a market!

The game was made by myself in Unity with C#, however all the art were assets were third party art packs.

This was a lot of fun, and really great to explore my creativity.

Camp Speed-build

A quick speed-build of a sort of fantasy war camp using a couple art packs. I wanted to explore a bit of level design and to see how quickly I could do it.

Contact
CONTACT

I'm always ready to hear about new and exciting opportunities to expand my career and learn. Please get in touch!

  • LinkedIn
  • YouTube

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