Gregg Williams

Lead developer with 15+ years in multiplayer networking, custom engine work, and remote team leadership. Focused on scalable systems, strong technical direction, and shipping cross-platform titles.

Notable Projects

I was the lead developer on every project below, responsible for architecture, core gameplay systems, and engineering direction from prototype through release.

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Legends of Aria — moddable MMORPG + live ops
  • Scaled servers from ~100 to 1000+ CCU via C# profiling + memory refactors
  • Owned backend, modding API, Steam deployment, and live admin tooling
  • Managed 3–4 engineers plus contractors
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RobotRiot Hyper Edition — retro platformer (custom C++ engine)
  • Custom 2D engine + content pipeline, event-driven animation system
  • Shipped on iOS, Blackberry, PC, Mac, Xbox 360, and PS4
  • Heat-map analytics of player deaths to tune difficulty curves
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Mexican Train Dominoes Gold — top-rated mobile title (12-year live codebase)
  • Custom C++ engine + hot-reload Lua UI/gameplay stack
  • Active monetization and maintenance for 12+ years
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Mecha Infantry & Tactics — isometric turn-based prototype
  • Fully deterministic multiplayer, replay-safe command stream
  • Custom tile engine, A* pathfinding, and field-of-view LOS
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A.R.C.S — data-driven defense game
  • Live-tunable parameters for enemies, weapons, and abilities
  • Custom level/wave editor with hot reload
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Gravitum — gravity-flip auto-runner
  • Async multiplayer challenges and replay sharing via URL payloads
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Zombwich — async mobile strategy (early iPhone era)
  • Push-notification-driven async multiplayer
  • Extreme optimization: 15-bit textures, tight RAM, no shaders

Technical Skills

Engines & APIs: Unity, custom C++ engines, OpenGL/ES, Metal, PlayStation SDK, Nintendo SDK

Programming: C++, C#, Lua, Python, Objective-C, Java

Networking: Client prediction, deterministic rollback, reliable UDP, Steamworks, AWS EC2, dedicated servers