Frank Williams
Generalist / Full-Stack Engineer
EXPERIENCE
Blizzard Entertainment, Irvine CA
Senior Software Engineer I - January 2020 - PRESENT
I currently work on Gameplay for World of Warcraft Classic.
ZeniMax Online Studios, Hunt Valley MD
Senior Gameplay Engineer - January 2020 - August 2020
As a senior engineer on Elder Scrolls Online, I am responsible for working on a
wide variety of programming tasks, working with teams to provide estimates
and insight into new feature work, maintaining game stability, and mentoring
junior engineers.
ESO: Greymoor:
Assisted the team on the new Antiquities feature with emphasis on
the Scrying minigame and hooking up progression features to our
Skill Lines.
Refactored our Trigger Volume system to provide an easier and more
stable workflow for our world designers.
Gameplay Engineer - October 2016 - January 2020
Responsible for fixing bugs, adding new gameplay features, and refactoring
game systems on Elder Scrolls Online. I worked on both the server and the
game client (C++), as well as some UI (Lua) when needed.
ESO: Morrowind:
Provided necessary ability hooks for designers to build the Warden
class.
Updated Pet system to allow more combat functionality, more reliable
player following, and better player control.
ESO: Summerset:
Refactored ability system to remove duplication between player
ability ranks.
Implemented new functionality for the Psijic Order Skill Line
including: heavy and light attack replacements and the rewind time
functionality.
Created a new Reward system to consolidate various other reward
systems including PvP rewards, Leaderboard rewards, Daily Login
rewards, Level-Up rewards, and more.
ESO: Elsweyr:
Improved many combat, movement, animation, and AI systems to
PROFICIENCIES
C++98
Javascript (Node.js and
Browser)
Windows
Visual Studio
AWS
EC2, S3, Route53, ELB,
RDS
Git, Perforce, SVN
FAMILIARITY
Modern C++
Python, Lua
Granny3D, Havok
Physics, Steam SDK,
cURL, SDL2
Game Engines
Unity 4 & 5 (C#), Unreal
4, C4, PlayCanvas
OS X
XCode, clang
Linux
gcc, vim, bash
Consoles
Playstation 4 & 5 (PSN)
Databases
PostgreSQL, MySQL,
MongoDB
NGINX
support new Dragon monsters.
Built a new World Event system that controls dynamic event spawns
in an overland zone.
Added additive-animation capabilities to our animation system to
support Dragons and future monsters / improvements.
Muzzy Lane Software, Newburyport MA
Core Service Engineer - July 2014 - March 2016
Led team of senior engineers to remake all of Muzzy Lane’s services and
software. Wrote a completely new service that serves games to students, and
allows Subject Matter Experts to author the content of those games. This new
service uses only native web technologies (HTML5, WebGL, WebSockets) to
run in browsers and on mobile devices. Led engineering efforts on the
backend service, client architecture, dev-ops, tools, and analytics.
Senior Engineer - November 2012 - July 2014
As a senior engineer, I was responsible for maintaining our proprietary Locust
Engine (C++, Javascript), as well as working on game prototypes, maintaining
live products, tech support, dev-ops, and working with customers to create
engineering specs, roadmaps, and estimates.
Junior Engineer - November 2010 - November 2012
As a junior engineer, I worked as a gameplay programmer, tools programmer,
and on engine features. For most projects, I was either the only game
programmer or part of a small team, and they were usually done over a period
of 4-6 months. During this time I led efforts to build a suite of tools used to
build RPG-like games: conversation editor, scene editor, and a quest / game
state editor.
EDUCATION
Worcester Polytechnic Institute, Worcester MA 
B.S. Interactive Media and Game Development — 2006-2010
Minor in Computer Science
Please take a look at the following for more projects I’ve worked on.
frank-williams frankw.org