About Me

Mandatory Fun Games
An independent game studio founded by Will — U.S. Army veteran, game designer, and Unreal Engine developer.
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About Me

My name is Will. I’m a U.S. Army veteran turned game designer with a Master’s degree in Game Design and a Bachelor’s degree in Game Art from Full Sail University. I completed my Master’s program in September and was honored with a Course Director Award for my work.

My background didn’t start in game development — it started as an artilleryman in the U.S. Army. I completed my contract and served a tour in Afghanistan during Operation Enduring Freedom. That experience stayed with me. It shaped how I think about leadership, systems, and the responsibility that comes with building environments that other people have to exist inside of.

After leaving the military, I worked in retail and briefly in food service — jobs built around efficiency metrics, customer-facing pressure, and being treated as replaceable labor. That transition from military structure to civilian service work made something very clear to me: the language may change, but the systems often don’t. That realization sits at the core of both this studio and the games I build.

I decided I wanted to make games because games were always more than entertainment to me. They were a form of escapism and survival. I even brought an Xbox 360 with me on deployment, playing games like Call of Duty and Halo to decompress in a combat zone. Games were proof that worlds — even artificial ones — could be designed with intention.

I founded Mandatory Fun Games as a direct response to industries that burn people out, exploit passion, or prioritize profit over players and creators. The name is satirical, but the mission is sincere: to build games with both a heart and a brain. Games that respect the people who make them and the people who play them.

I’m currently developing Doomsday Delivery Service, a satirical B-horror action game about disposable workers, corporate propaganda, and survival in a world permanently stuck in crisis. It’s inspired by horror films, punk culture, and real systems that value efficiency over humanity.

DDDS is largely being developed by me, and I make pragmatic use of modern tools — including AI-assisted workflows — to keep production moving as a solo developer. These tools help reduce repetitive labor, but they don’t replace creative intent. Every system, level, and design decision is still shaped by human judgment, iteration, and care.

I believe games should challenge systems, not blindly reinforce them — and that studios can be successful without sacrificing ethics, people, or creativity along the way.

When I’m not building games, I’m usually digging through old horror VHS tapes, listening to punk records, or sketching ideas that inevitably bleed back into my work. Culture leaves fingerprints on everything we make — I try not to erase them.

This page isn’t a résumé. It’s context. Think of it as a developer log-in screen for the studio and the worlds I’m building.

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