Stephen H. Clarke-Willson, Ph.D.
Computer scientist and technical executive with four decades in software and games — from software architecture at PDA Engineering and Northrop, through VP-level leadership building and running studios at Virgin Interactive and Amaze Entertainment, to twenty years at ArenaNet building and operating Guild Wars and Guild Wars 2. After several years as Vice President of Technology overseeing engineering, platform, and IT for the studio (formally employed by parent company NCsoft during that span), he chose in 2024 to step back into a smaller, more focused role: Game Director of the original Guild Wars, the game he's helped keep running for two decades.
Employment History
ArenaNet
Bellevue, WA — 4/2024 – present
Game Director, Guild Wars
- Full-time steward of the original Guild Wars, after several years splitting time between this role and Vice President, Technology
- Led launch of Guild Wars Reforged, the franchise's first mobile release, on iOS and Android — featured by Apple in the App Store
- Continue active content delivery on a 20+ year old live game, including new content on the mobile platform post-launch
- Maintain and modernize back-end systems supporting the game, while resolving long-standing technical issues and quality-of-life requests from a two-decade-old community
NCsoft
Bellevue, WA — 3/2019 – 4/2024
Vice President, Technology
- Support Guild Wars and Guild Wars 2
- Lead Platform Team
- Lead IT
- Integrate ArenaNet processes/procedures with larger NCWest organization
ArenaNet
Bellevue, WA — 10/2005 – 3/2019
Studio Technical Director (Head of Engineering) — 5/2013 – 3/2019
- Lead technical development at ArenaNet (110 engineers)
- Improved Guild Wars 2 uptime from 99.5% to 100% (last three years) while shipping new content every two weeks
- Integrated IT into studio development
- Lead team (39 programmers) that developed new engine technology for ArenaNet
- Excellent software engineering – all systems run independently
- Fast iteration, including dynamic rendering pipeline (HDR/PBR) specified in XML
- Support for massive streaming worlds
- Lead resurgence of Classic Guild Wars with increasing revenue YoY
Server Team Lead — 2/2009 – 4/2013
- Lead team that developed restartable, dynamically updatable, multi-threaded, asynchronous, near-real-time, continuously running, error free highly optimized support servers for Guild Wars 2.
Server Programmer — 10/2005 – 2/2009
- Develop restartable, dynamically updatable, multi-threaded, asynchronous, near-real-time, continuously running, error free highly optimized support servers for Classic Guild Wars.
Above the Garage Productions
Sammamish, WA — 5/2004 – 10/2005
Game Technology Developer
- Thread-safe multiprocessor execution profile tool for Gas Powered Games
- Downloadable music system (payment system, database, file server, embedded C++ DRM player, etc.) using Microsoft DRM technology
- Integrated downloadable music system with Guild Wars and Artistry Entertainment to provide sales of additional music for Classic Guild Wars
- Music layout for Classic Guild Wars
Amaze Entertainment
Kirkland, WA — 1/2000 – 4/2004
Vice President and Executive Studio Director — Adrenium Games Studio
- Developed Adrenium Games as a new studio within Amaze Entertainment focused on console development (PS2, Xbox, GC)
- Responsible for hiring and reviewing 70+ full-time staff across Adrenium and Black Ship studios
- Responsible for managing core technology group, which developed a fully general, cross-platform game engine (no middleware), which Activision rated in the top 5% of engines they had seen
- Responsible for game development process across design, art, programming and sound/music
- Developed Azurik: Rise of Perathia for Xbox launch (Microsoft); Samurai Jack for PS2, GC (Sega); Lemony Snicket's A Series of Unfortunate Events for PS2, GC, Xbox (Activision)
Head of R&D — Black Ship Games
Digimon Rumble Arena 2 (PS2, Xbox, GC)
- Responsible for product development within Black Ship Games, an Amaze studio that focused on console development for Asian publishers
Cavedog Entertainment
Bothell, WA — 3/1998 – 12/1999
Sr. Lead Client Programmer
Total Annihilation, Total Annihilation: Kingdoms, Amen: The Awakening (PC)
- Interface programming and project management for 'Boneyards' online matchmaking system for Total Annihilation and Total Annihilation: Kingdoms
- Lead Developer for Kingdoms 2.0 upgrade which resulted in 2x-7x performance improvement over version 1.0 (and the entire project only took five weeks!)
- Compatibility programming for Amen: The Awakening graphics (ported DX6 implementation to roughly 20 different video cards)
Above the Garage Productions
Sammamish, WA — 8/1994 – 1/1999
Game Technology Developer (Consulting)
- Developed new 32-bit game engine (SuperSet™) for Windows
- Programmed all low-level game services using Microsoft Direct3D, DirectSound, DirectInput; complete collision and motion system; scripting language; integrated game layout editor
- Developed multiple applications using the SuperSet engine for multiple clients
- 3D Hardware Analysis: in-house experience with all major 3D accelerators (some that never shipped) including 3Dfx Voodoo 1/2, Rendition V1000 and V2100, Oak Technology Warp 5, PowerVR 1&2; ATI Rage I/II/Pro; S3 Virge (VX/DX/GX/GX2), Nvidia Riva 128, TNT, TNT2, and others (basically everything through DX6)
- Consulting: Intervista Software - Direct3D and S3 graphics implementation (complete conversion from D3D Retained Mode / Immediate Mode in six months to S3 hardware) for VRML 2.0 Browser (millions of copies distributed by Microsoft with Internet Explorer 4.0)
- Other clients included Virgin Sound and Vision, DreamCatcher Interactive, Extreme Audio Reality, Cavedog Entertainment
Virgin Interactive Entertainment Inc.
Irvine, CA — 1990 – 1994
Vice President, Worldwide Product Development
- Expanded product development staff from four producers, three programmers, and one artist (total eight staff) to 180 staff worldwide in three locations (Irvine, Las Vegas, and London)
- Additionally supervised $10M in external product development worldwide
- Gross (wholesale) sales increased from approx. $30M to $180M in 3½ years
- Key products produced by the internal studios included Disney's Aladdin for Sega Genesis (4.0M units), Disney's Jungle Book for SNES and Genesis, and Demolition Man for 3DO, a groundbreaking product incorporating specially shot, live footage of Sylvester Stallone and Wesley Snipes
- The internal studios in Irvine, which I supervised, accounted for about half of all revenue generated, worldwide
- Instrumental in the acquisition of Westwood Studios
- Supervised budgets at Westwood Studios
Producer / Executive Producer
- Products produced or executive produced included "Global Gladiators" [Product of the Year award from Sega], "The Seventh Guest" [1.5M unit CD-ROM virtual reality game], "Cool Spot" [one of the five highest rated games ever according to Sega's own rating system, approximately 1M units worldwide]; "Double Dragon" [a defect-free product (no A, B, or C class bugs) according to Sega's own testing]; "Monopoly Deluxe" for Windows and DOS [several hundred thousand units]; and many others
PDA Engineering (Patran Division)
Costa Mesa, CA — 1988 – 1989
Software Architect
- Software architect for Patran-3 MCAE (Mechanical Computer Aided Engineering) software system
- Designed all high level module interfaces for 3-D MCAE system portable across five workstation vendors (SGI, Dec, Sun, HP/Apollo), including vendor-specific accelerated graphics processing, and interface to SQL database system
- Also project manager for "Core" (portable I/O, Graphics, GUI and Database) subsystems (total system size: 2M lines of code)
Northrop Research and Technology Center
Hawthorne, CA — 1986 – 1988
Research Scientist
- 3-D modeling and image processing for Advanced Technology Bomber ("Stealth") target acquisition on SGI equipment
- Served on Corporate Software Practices Committee reporting to the president of Northrop Corporation, which surveyed software development practices over all seven Northrop divisions
Contract Programming
While pursuing Ph.D. — 1981 – 1986
- Free-format editor for DayFlo free-form database system (C/PC); tiny Basic interpreter written in Tiny C (plus assembly language) for Z80; Ada Library manager for Irvine Compiler Corp.
Lab Manager, UC Irvine
1977 – 1981
- Maintain mini-computer lab for Department of Information and Computer Science, UC Irvine, and implement various projects for the department, including: port of UCSD Pascal P-System from PDP-11 to Lockheed SUE computer (completely in binary – no source changes); maintain Varian 620 hardware; Lockheed Sue hardware; Distributed Computer Operating System (DCOS) link hardware; various Unix systems; port of "F" editor from MLisp to C (which became basis of DayFlo database editor); Lisp programming; Pascal programming support for various classes; Ada parser in Lisp; Dec-10 programming…
Education
University of California, Irvine
- Ph.D. in Computer Science; specializing in Software Engineering; thesis: "Persistent Prototypes"
- M.S. in Computer Science
- B.S. in Computer Science (cum laude)
Publications
"Applying Game Design to Virtual Environments"
- Chapter in Digital Illusion: Entertaining the Future with High Technology, ed. Clark Dodsworth, ACM Press/Addison-Wesley, 1998, pp. 229–239. ACM Digital Library
- Reprinted by Gamasutra (now Game Developer). Game Developer
Talks
- "Guild Wars Microservices and 24/7 Uptime" — GDC 2017. GDC Vault
- "Guild Wars 2: Scaling from One to Millions" — GDC 2013. GDC Vault
Interviews
- "How ArenaNet Is Modernizing Guild Wars Without Remaking It" — Forbes, 2026. Forbes
- "My Guild Wars Reforged Interview With ArenaNet" — YouTube, 2026. YouTube
- "'The Game Can Render At Over 400 FPS': 20 Years On, Guild Wars Is Better Than Ever" — TheGamer, 2025. TheGamer
- "ArenaNet 'Problem-Solver' Stephen Clarke-Willson Talks About Guild Wars After 20 Years" — Game Rant, 2025. Game Rant
- Game Developer Podcast, Ep. 56 — spooky MMO networking stories with Robert Neckorcuk, 2025. Game Developer
- "The Two Developers Keeping Guild Wars 1 Alive" — Kotaku, 2018. Kotaku
- "Interview: Dr. Stephen Clarke-Willson (Virgin Int. VP of Product Dev.)" — Sega-16, 2006. Sega-16
Other
Juror, Milia d'Or Multimedia Awards, Cannes, France — 1996
Member, Association for Computing Machinery (ACM) — 1984 – present
Member, IEEE Computer Society — 1984 – present