Game Designer — 30 Years

Bill Trost.

Norrath started as a world I dreamed up as a teenager, just for me and my friends. I never imagined it would reach millions of people, or still be alive in someone's heart decades later. I've spent thirty years trying to understand why that happens — and building worlds where it can happen again. From leading hundreds of people on genre-defining MMOs, to a small team building a quiet app that let strangers leave messages for each other on a lonely beach, to solo indie projects shipped alone for the love of it. The scale changes. The reason doesn't.

30 Years
15+ Shipped Titles
AAA to Indie
Selected Work

MMORPG — PC

EverQuest

Co-created the world of Norrath. Designed the faction system, progression, risk and reward, and the social interdependence that defined a genre. Hall of Fame, Game Developers Choice Online Awards, 2011. Game of the Year, Gamespot, 1999.

MMORPG Expansion — PC

EverQuest: The Ruins of Kunark

Led design on the first EverQuest expansion — a continent-scale addition to Norrath introducing the Iksar race, new zones, and deep lore. Online Game of the Year, AIAS, 2000.

MMORPG Expansion — PC

EverQuest: The Scars of Velious

Led design on the second EverQuest expansion — the frozen continent of Velious, faction politics between giants, dwarves, and dragons, and some of the most beloved raid content in EverQuest history. Online Game of the Year, AIAS, 2001.

MMORPG — PC

EverQuest II

Led the foundational design effort for EverQuest II — a full reimagining of Norrath set 500 years after the Shattering, rebuilding the world's systems, structure, and identity from the ground up.

Action RPG — PSP

Untold Legends: Brotherhood of the Blade

Co-created a million-selling action RPG launch title for the PlayStation Portable. One of the first major titles to ship on the platform. Greatest Hits status, SCEA.

Action RPG — PSP

Untold Legends: The Warrior's Code

Sequel to Brotherhood of the Blade. Continued the Untold Legends franchise on PSP with expanded combat, deeper progression, and new cooperative multiplayer modes.

Action — PSN

Ca$h, Guns, Chao$ DLX

Created a fast, chaotic PSN launch title — a top-down action game built for PlayStation Network. One of the original titles on the platform at launch.

MMO — PC / Console / TV

Defiance

Originated the concept, world, factions, and creative pillars for the first cross-media game franchise — simultaneously a game on three platforms and a Syfy television series. Best of Show, MMORPG.com, 2011.

MMO — PC

New World

As a founding member of Amazon Games San Diego, helped shape the studio's creative standards and org structure from day one. Contributed to New World's transition from survival game to mainstream MMO through narrative direction, content, systems, and team building.

Mobile — iOS

Koi Pond

A minimalist, ambient mobile experience. Reached #1 paid app on the Apple App Store in its first year. Named Top Selling iPhone App of 2008 by Apple. The Blimp Pilots named to Entrepreneur's Top 100 Companies to Watch.

Mobile — iOS

Distant Shore

An experimental anonymous social experience built around a message-in-a-bottle metaphor. Players left messages for strangers and discovered ones left for them. Quiet, restrained, and built entirely around unexpected human connection.

Mobile — iOS

Elephant Odyssey

A mobile experience developed in partnership with the San Diego Zoo, built around the Zoo's Elephant Odyssey habitat. Blended real-world exploration with interactive content to deepen the connection between visitors and the animals.

Social App — Mobile / Web

Graphiti

A media-sharing social app built around street art culture — using spray paint and stencil tools to mark up live web content. Debuted at SXSW Startup Spotlight 2015. Developed in partnership with Writerz Blok, a San Diego graffiti arts non-profit.

Roguelike RPG — PC · Early Access

Hero's Song

Founding member of Pixelmage Games. An open world roguelike fantasy RPG developed with New York Times bestselling author Patrick Rothfuss. Launched on Steam Early Access in 2016. Didn't finish — but Pixelmage became the foundation of Amazon Games San Diego.

MMORPG — PC · Early Access

Landmark | EverQuest Next

Contributor at Sony Online Entertainment on an ambitious voxel-based reimagining of Norrath. Designed several critical systems, UI/UX, and lore as part of a larger team.

MMORPG — PC · Early Access

Ashes of Creation

Director of Design at Intrepid Studios. Led a multidisciplinary team across systems, narrative, UX, and combat. Authored onboarding and progression scaffolding. Worked hands-on in Unreal Engine 5.

Folk Horror Social — UEFN — Indie

Direwood

A folk horror social experience built in Unreal Editor for Fortnite. No combat. No timer. No hand-holding. Just the very dark woods, a campfire that appears to burn forever, and the feeling that something is watching. Full GDD through shipped product, solo. Under the pseudonym grimbrim.

Roguelike — Pico-8 — Indie

Pupper

A complete roguelike built and shipped in Pico-8. Available at grimbrim.itch.io/pupper. Under the pseudonym grimbrim.

Career
Awards & Recognition

EverQuest

Hall of Fame

Game Developers Choice Online Awards — 2011

EverQuest

Game of the Year

Gamespot — 1999

EverQuest & Ruins of Kunark

Online Game of the Year

AIAS — 2000 & 2001

EverQuest

Greatest Games of All Time

Gamespot — 2004

Defiance

Best of Show

MMORPG.com — 2011

Untold Legends

Greatest Hits

SCEA — 2006

Individual — Bill Trost

Hot 100 Developer

Next Generation — 2006

Koi Pond

Top Selling iPhone App of the Year

Apple — 2008

The Blimp Pilots

Top 100 Companies to Watch — Mobile

Entrepreneur Magazine — 2009

Philosophy

It's not about the stories we tell.
It's about the stories players tell each other.

Meaningful worlds are defined by the space they leave for players to create their own stories, not by designer-authored ones. World integrity means respecting the world and the characters who live in it deeply enough that players believe in it as a real place they want to call home. That's been the north star for thirty years.

Contact

Let's talk.

Game designer, creative director, world builder. Based in San Diego. Thirty years in the industry and still making things.