The Portfolio of Grant Williams (@daethtech)



Hey, I'm Grant.


I'm a software developer/engineer, UI/UX designer, and a game designer based in Ann Arbor, Mi.
I specialize in both the pretty and the practical sides of software:
creating exceptional applications, interfaces, websites, and everything inbetween.




Independent projects/TCY Games

TCY-Games Logo

Click here to visit TCY Games!




Tracey and the Magic Brush Logo

Tracey and the Magic Brush (WIP)

Original concept, project lead, C# programming, mechanical design, level design,
UI, character design, texture art, background art, sprite art, and animation

Tracey Lynes Promotional Art

CLICK HERE TO VISIT UPDATED GAME

Tracey and the Magic Brush is a single player 2D puzzle platformer with themes of art, color, paper, and nostalgia.

The game follows the adventure of Tracey Lynes, a young aspiring artist who was cursed into her own paintings by a petty witch.

The central standout mechanic is the ability to draw lines on the screen using a mouse or Nintendo Wii Remote cursor, and the physical properties of said line changes depending on the color used.

This game was originally my college capstone project that I led. The game was voted best of the games at the Fall 2023 EECS 494 showcase. Even after graduating, I am still developing this game further as my personal studio project (TCY Games).


  • Developed in the Unity Engine version 2022.
  • Art Assets created using paper & pencil, Paint.NET, and PenUP.
  • Platforms: Windows (x32 and x64), macOS, Linux.
    • iOS and Android versions are planned for the future.
  • Control methods: Mouse & Keyboard, Nintendo Wii Remote.
    • Touch controls planned for mobile versions.
    • Potential of switch port utilizing only touch controls
  • Estimated duration of a play session: ~1 hour.


The game is divided into levels, with three subdivisions each.
With the exceptions of the first and last level, levels are each themed around a color that is introduced to the player gradually before being given the ability to draw with it.

The three subdivisions are formatted as such:
  • 1) Introduce the player to the mechanics of the level.
  • 2) Give the player more control over these mechanics.
  • 3) Test their skill and understanding of said mechanics through a challenging final section.


The gameplay loop is structured primarily around exploration, with a secondary focus on challenge, in a way that is comparable to "Celeste" by Extremely Okay Games.
Whether learning new colors, discovering secret side-areas, or clearing a tough section, the player is pushed towards finding what fun new experience lies ahead, while also allowing for replayability though collectibles.


In the final release there will be at least around:
  • Eight main story levels.
  • Short cutscenes between each level.
  • Eight challenge levels (corresponding to each main level).
  • Numerous collectibles and side areas in each level.
  • A gallery of concept art and bonus content unlockable through acquiring collectibles.
  • A sandbox area to mess around with the mechanics of the game.


Estimated completion: Q4 2025





Tracey and the Magic Brush Screenshot of gameplay Tracey and the Magic Brush Screenshot of gameplay Tracey and the Magic Brush Screenshot of gameplay Tracey and the Magic Brush Screenshot of gameplay Tracey and the Magic Brush Screenshot of gameplay Tracey and the Magic Brush promotional image


Tracey and the Magic Brush design page Tracey and the Magic Brush design page Tracey and the Magic Brush design page Tracey and the Magic Brush design page Tracey and the Magic Brush design page Tracey and the Magic Brush intro cutscene storyboard


Tracey Lynes Sprite Tracey Lynes Sprite Tracey Lynes Sprite Tracey Lynes Sprite Tracey Lynes Sprite Tracey Lynes Sprite Tracey Lynes Sprite Petty Witch Sprite






Tracey and the Magic Brush Logo

Egyptian Rat Slap (WIP)

A fast paced spin on the traditional American card game all about matching, memory, and manhandling cards.



Using the lack of standardized rules to its advantage, players can mix and match various "slap conditions" to create exciting yet confusing gameplay where players struggle to keep up with the rules as they expand as the game progresses.
The game is planned to be playable using standard gamepads, Nintendo Wii remotes, touch screens, and keyboard & mouse with a variety of accessibility settings to make the game experience more accessible to players.

In story mode, you'll follow the tale of Burnie Decker, a man with a debt to pay and a score to settle.
Slap cards, hone your observation skills, and meet the large cast of other gamblers on your path to clear your debt and draw a path to freedom!

Touch Concept (left) Keyboard concept (Right)






Development Breakdowns


Coding Concepts

The Pub-Sub Design Pattern


More coming soon


Design Concepts



More coming soon


Art Concepts

Coming soon






UMich EECS 494 FA 23 Projects




Other notable coding experience

C++ Projects/Experience