2022-2025
Dumb Ways to Party
PlaySide's push to evolve Dumb Ways from a free-to-play mobile brand into a premium multiplayer franchise.
Game Development Portfolio
Also credited and published as William Goddard.
Product vision, portfolio strategy, and games leadership.
Led product and portfolio direction across PC, console, mobile, and VR, from five-person teams to 65+ developer divisions.
The hardest problems in game development aren't just technical. They're about holding onto a strong idea, learning quickly, and making the right tradeoffs as the product, team, and market evolve.
Selected projects and talks at a glance.
PlaySide's push to evolve Dumb Ways from a free-to-play mobile brand into a premium multiplayer franchise.
The franchise's first VR title, extending Dumb Ways into multiplayer party play on Meta Quest.
Product leadership in partnership with the founders on a five-person indie rhythm title built for mastery, community, and long-tail engagement.
Senior production leadership on a high-scrutiny Activision Blizzard co-development engagement under tight external constraints.
GCAP 2025 session on building the Dumb Ways division within PlaySide into a 65+ developer portfolio.
Detailed project highlights across shipped products, creative direction, and delivery leadership.
2022-2025
PlaySide's push to evolve Dumb Ways from a free-to-play mobile brand into a premium multiplayer franchise.
2023-2025
The franchise's first VR title, extending Dumb Ways into multiplayer party play on Meta Quest.
2023-2025
Original mobile mini-game collection in the Dumb Ways franchise with ongoing updates.
2016
A multiplayer infinite runner built for overhead dome projection, exploring co-located, audience-scale play 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
A competitive workout parody built around balancing button mashing and button holding into a fragile rhythm challenge.
2022-2023
Senior production leadership on a high-scrutiny Activision Blizzard co-development engagement under tight external constraints.
2019-2022
Product leadership in partnership with the founders on a five-person indie rhythm title built for mastery, community, and long-tail engagement.
2023-2025
A Netflix Games survival-adventure title that became an early proof point for a more scalable product-leadership model.
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.
Experimental, community, and smaller-format work.
Research, unusual formats, and smaller 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.
Short-form multiplayer and experimental prototypes.
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.
Melbourne, Australia. If you're working on something that needs strong product and portfolio leadership, I'd love to hear from you. LinkedIn or email, get in touch.