2022-2025
Dumb Ways to Party
Party game entry in the Dumb Ways franchise, currently in development toward launch.
Game Development Portfolio
Also credited and published as William Goddard.
Product vision, portfolio strategy, and games leadership.
The hardest problems in game development aren't technical. They're about vision and clarity: what are we making, who is it for, and why does it matter? I lead teams and portfolios where those questions are answered well, and where the answer shapes everything from creative direction to how the organization is built.
Selected projects and talks at a glance.
GCAP 2025 session on how the Dumb Ways division was built and scaled within PlaySide, including transitioni...
Party game entry in the Dumb Ways franchise, currently in development toward launch.
VR multiplayer Dumb Ways title released on Meta Quest.
Arcade rhythm game blending classic genre DNA with a modern aesthetic, featuring multiple control styles including MIDI DJ hardware on Steam.
Co-development leadership on Warcraft III: Reforged, the remaster of Warcraft III and The Frozen Throne with revamped visuals, new campaign settings, and modern Battle.net features.
Community program leadership focused on access and inclusion in games, including expanding the IGDA Foundation Scholars program to Melbourne International Games Week.
Detailed project highlights across shipped products, creative direction, and delivery leadership.
2022-2025
Party game entry in the Dumb Ways franchise, currently in development toward launch.
2023-2025
VR multiplayer Dumb Ways title released on Meta Quest.
2023-2025
Original mobile mini-game collection in the Dumb Ways franchise with ongoing updates.
2010-2012
Fruit Ninja (Halfbrick, 2010) is a touch-slicing action game where players slice flying fruit and avoid bombs.
2011-2012
Cross-title social platform for Halfbrick's mobile catalogue, providing friends, leaderboards, cloud-linked progression, and account capabilities across titles.
2022-2023
Co-development leadership on Warcraft III: Reforged, the remaster of Warcraft III and The Frozen Throne with revamped visuals, new campaign settings, and modern Battle.net features.
2019-2022
Arcade rhythm game blending classic genre DNA with a modern aesthetic, featuring multiple control styles including MIDI DJ hardware on Steam.
2023-2025
Netflix Games survival entry in the Dumb Ways franchise.
2016
Fast-paced multiplayer infinite runner built for overhead dome projection, inviting players to race through orbital debris in a shared, vertiginous social play space beyond single-user VR.
2017
Community program leadership focused on access and inclusion in games, including expanding the IGDA Foundation Scholars program to Melbourne International Games Week.
2017
"Workout your fingers to Get SWOL" - a competitive 80s Miami workout game with a button-mashing take on the QWOP formula.
Experimental and community work, plus smaller-format projects.
2015
Research-through-design project using playful, rapid hacking to prototype social and embodied interactions across IoT, Arduino systems, play theory, and social nudging.
2016
Meme-game about fishing vaporwave tunes and vibing to them by loading cassettes into a tape deck, with intentionally retro aesthetics and jam-scale scope.
2013
48-hour game jam project where four players each control one joint of a shared arm.
2014
48-hour game jam project focused on trust-versus-sabotage multiplayer dynamics.
2015
48-hour jam experiment in venue-scale social play across physical screens with spectator misinformation dynamics.
Selected Work
Game-jam title grouped with other rapid experiments and short-scope prototypes.
Public speaking and conference presentations.
GCAP | 2025
GCAP 2025 session on how the Dumb Ways division was built and scaled within PlaySide, including transitioning from work-for-hire to original IP, growing to 65+ developers, and establishing product leadership and greenlight practices for a multi-title portfolio.
Watch on YouTubeAcademic publications and research outputs.
Proceedings of the 2014 Conference on Interactive Entertainment | 2014
Frames game jams as ludic craft and provides facilitator guidelines for designing intentional outcomes across research, education, and industry contexts.
Australasian Computer Science Week Multiconference (ACSW) | 2016
Derives co-located mobile game design principles for collaborative social play, including the “pocket magic circle” concept.
20th International Academic Mindtrek Conference | 2016
Through AstroSurf, identifies three themes for designing enveloping dome play: co-location, dome interface interaction, and exhibition context.
1st International Joint Conference of DiGRA and FDG | 2016
Identifies six design themes for creating exhibition-style co-located play by repurposing conventional displays in DIY installation contexts.
OzCHI (Australian SIGCHI) | 2015
Reports two years of playful hacking in research-through-design, highlighting stronger collaboration, exploration, and unexpected reusable outcomes.
1st International Joint Conference of DiGRA and FDG | 2016
Analyzes player experience across four walker games to define four core design themes: interaction, temporal space, player focus, and ambiguity.
CHI PLAY Workshop | 2015
Uses interviews with professional designers to surface motivations and themes that position game jams as a method for innovation and research.
DiGRA 2017 | 2017
Argues for genre as a rigorous framing for game design research to ground designerly claims and better situate findings.
Proceedings of the 7th International Conference on Automotive User Interfaces | 2015
Presents a context-based research-through-design process for autonomous-vehicle use cases, demonstrated through the AutoGym exertion interface for future commuting.
Digital Culture and Society | 2016
Examines how coupling activity-tracking data to a living plant reframes self-quantification as a relational and ethical practice, not just self-optimization.
Melbourne, Australia. Open to senior studio and product leadership roles.