Summary
William Armstrong is a Principal Engineer based in San Francisco with 18+ years crafting gameplay and systems for both AAA and indie titles, including lead programming on Firewatch and senior roles at Unity helping major projects adopt data-oriented architectures. He specializes in player-facing systems, physics/collision, event-driven rule systems and tooling that enable emergent gameplay, and has shipped features across multi-platform console and PC workflows. William blends hands-on engine and editor work with leadership—having built and led cross-disciplinary teams, guided remote transitions, and consulted on performance for ambitious Unity clients. He’s passionate about robust, data-driven systems that let designers and players create unexpected interactions, and has a track record of turning complex design requirements into practical tooling and runtime solutions.
8 years of coding experience
18 years of employment as a software developer
BA Computer Science and Engineering, BA Computer Science and Engineering at University of Pennsylvania