Inspection & quality assurance
Inspected, tested, repaired, and certified munitions against technical standards. Contributed to the development of QA programs and procedures, with safety and consistency at the center of the work.

IDEAS › SYSTEMS › DESIGN
Game Developer · Technical Designer · Experimental Systems Builder
I build games, tools, engines, and weird technical
experiments that make play possible.
Ideas.
Systems.
Design.↙
GAMES
TOOLS
ENGINES
EXPERIMENTS
ALWAYS.
REAL QUESTIONS. PRACTICAL SYSTEMS. PLAYABLE IDEAS.
Design contributions and collaboration.
Content / Level / Gameplay Designer · R&D
January 2021 – October 2023 · Gurbo Games
R&D gameplay and level design, proving mechanics and level flow before the project moved into production.
External Game Design Consultant
48-hour design triage + consultation
A 48-hour gameplay design triage and consultation, initiated through a publisher meeting at PAX East ahead of the game’s revised edition.
Independent games, tools, and technical experiments.
A browser-to-native rendering experiment, built to test where the connection works and what it costs.
Turning mowing, clippings, and equipment maintenance into a connected Unreal gameplay loop.
A human-directed AI game studio exploring specialized agent workflows through Cogworks.
Designing a retro game engine around clear authoring rules for people and AI-assisted tools.
A clockwork routing puzzle where paths and timing turn mechanical thoughts into ordered meaning.
An agent-first authoring engine built around changes you can inspect, validate, apply, and undo.
Exploring large interactive swarms through GPU compute, local behavior, and an inspectable rendering path.
Game design / addon development
A queue-only incremental companion game inside World of Warcraft. Care for Grub while waiting for a dungeon or raid.
Addon concept / development
A cinematic death-screen prototype for World of Warcraft, combining a staged character scene, damage summary, and player-controlled actions.
SKETCH. BLOCK OUT. TEST. ITERATE.
The working side of design: level blockouts, rough sketches, and tools from my earlier portfolio. A look at the process behind the projects.
01 / EDITOR CAPTUREView original ↗An environment under construction, with editor guides, traversal elements, and unfinished surfaces visible.
02 / FLOW SKETCHView original ↗Hand-drawn puzzle spaces and an annotated player route. Design decisions begin long before final art.
03 / LEVEL BLOCKOUTView original ↗Multiple views of a working level layout, bringing paths, elevation, and the overall space into one study.
04 / TOOLING CAPTUREView original ↗A primitive-shape scene and its controls, preserved from the tooling section of my earlier portfolio.
EXPERIMENTS. PROTOTYPES. WEIRD IDEAS.
GPT tool development / reference-library design
An early GPT-based GDScript specialist, grounded in Godot patterns and C# equivalents for the Godot 4 transition.

Creator / PHP search-engine development
2009 public beta · Snobold archived in 2011
A PHP search engine built to collect, check, and organize World of Warcraft links. The history of MRGL and its successor, Snobold.
Unreal tooling / procedural generation
Exploring procedural generation through Unreal Engine tooling.
Independent maintenance / commissioned fixes
Commissioned updates and fixes for streamers using a modified LachhhTools codebase after original support ended.
I learned systems
before I learned
game engines.
SAME PERSON. DIFFERENT WORLDS.
I'm Mark “CranberryClock” Willett—a game developer, technical designer, and experimental systems builder.
My background includes roughly 14 years in the U.S. Air Force working with technical systems, quality assurance, training, and automation. That left me with a habit: understand the system, test the assumptions, then build the thing. Explore my military experience ↓
Today, that curiosity takes me through gameplay, tools, rendering, and AI-assisted development. Usually with a slightly unreasonable question to answer.
My professional game work includes R&D mechanics and level-flow prototyping for Happy! the Hippo and a 48-hour design triage and consultation on Flat Kingdom Paper's Cut Edition, credited as Mayples. I earned my B.S. in Game Design at Full Sail University, studying from 2011 to 2014.
Read my story and the origins of Forge ↗
PROFESSIONAL FOUNDATION / 2004–2018
Munitions inspection · Explosive safety · Retired
Systems thinking, tested in practice.
My military career brought together hands-on technical inspection, quality assurance, team leadership, and the development of tools and training. The work required clear procedures, reliable information, and a shared understanding of what a successful result looked like.
Those habits carry into my work today: make complex systems understandable, give people useful tools, and validate what you build.
Inspected, tested, repaired, and certified munitions against technical standards. Contributed to the development of QA programs and procedures, with safety and consistency at the center of the work.
Developed lesson plans, explosive-safety testing content, and a field-guide content portal. Worked on the transition from paper technical documents to digital resources that people could use in the field.
Developed and integrated munitions tracking systems across multiple bases. Led a development team on a Combat Accountability System automation strategy using RFID identification.
Supervised technical teams, coordinated work across agencies, and translated technical requirements into documented procedures. My training included leadership, teaching, munitions inspection, and quality assurance.
LET'S BUILD SOMETHING GREAT.
Open to opportunities, collaborations, and interesting problems.
Have something in mind? I'd love to hear about it.