Transformational Experiences Designer

About

35+ games shipped

5 patents in 3 domains

Drag to interact — tap a patent to view it

Hello, I’m Bill. Nice to meet you!

Hello, I’m Bill. Welcome to my About page,

My Maxims

Keep your design hatchet ready.

Chop the complexity in half. Playtest. Then swing anew. Game designers forget their amazing ideas were once new to them — players get overwhelmed fast. Keep reducing until you find the core loop, then build back carefully. Removing features is often more powerful than adding them.

Resist the urge to make it beautiful.

Polishing feels satisfying, but it's a trap. Keep pencils and prototypes loose — black and white signals an idea can still change, and it invites collaboration from everyone, not just visual thinkers. Non-designers freeze when they see realism; they assume it's finished, or that you'll be offended by their notes. My storyboards have rallied teams, won executive buy-in, and earned full-time job offers — precisely because they never looked done.

Only change one variable before you playtest anew.

Change two things at once and you'll never know which one moved the needle. Discipline here is what makes iteration actually mean something.

Speak publicly each year about something you love.

As expertise grows, the ability to share it clearly has to grow with it. Speaking keeps you humble and connected to people with the same questions you once had. I've spoken at The White House, TEDxGrandRapids, GDC, Games for Health, and Carnegie Mellon — find your topic, find your audience, show up. It doesn't take much prep. What's normal to you is valuable to someone else.

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From an early age, I split my time between preparing for an engineering degree and winning scholarships to weekend art classes at Pittsburgh's Carnegie Museum and CMU. Industrial Design at Carnegie Mellon let me fuse my love of world-building from Dungeons & Dragons with the community service of my advancement to Eagle Scout. An exchange semester in Germany rebalanced my life and opened my eyes to differences in education, culture, and leisure. Building three-dimensional solutions to human problems became the foundation for a career in games, well-being, and learning design. I'm always evolving.

I've grown from individual contributor to a specialist dedicated to the hardest design challenges: user engagement, health improvement, staying curious. I listen more than I speak, separate ideas from the people who hold them, and build bridges of understanding with customers, teammates, and leadership. I'm a design ambassador.

In 2016, Autodesk Education hired me as a contractor to get users diving deeper into Fusion 360. The work succeeded well enough that they created a full-time role and hired me as the team's first remote employee. Working across San Francisco, Toronto, and New York, I helped build a data-driven prototype that debuted at Autodesk University, and later shipping as The Autodesk Learning Engine. Autodesk CEO Andrew Anagnost said it best: "It's an amazing experience to have play put into what you do every day!" I’m a visionary.

After years as an independent in the games industry, I reached out to MeYou Health the moment I saw their job posting. I found a profound sense of purpose fusing genuine game mechanics with behavior change theory. Our scientifically validated, data-driven products grew to a suite of 5 well-being apps sold to insurers and major corporations. I mentored every product designer on the team and spoke about game design thinking at GDC, Games for Health, and The White House.  I give back.

At Level Ex, I spent 4 years designing games for doctors, including Discover TD, winner of a Trailblazer Award. I scaled Product Theater from an 8-person prototype into a live conference platform used by hundreds of healthcare professionals streaming on their phones. I called our approach "two halves of the same design brain": teaching game designers to think in patient profiles, and medical professionals to think in scoring systems. I’m highly collaborative.

Work 

Level Ex, Remote in Chicago IL

Principal Game Designer

2021 - 2024


Bill Sabram Design, Lynn MA

Independent Game Designer

2000 - present


Autodesk Education, Boston MA & Remote in San Francisco, CA

Principal Learning Designer

2016 - 2018


MeYou Health, Boston MA

Lead Game Designer

2010 - 2016


MAYA Design, Remote in Pittsburgh PA

Senior Product Designer

2003 - 2005


Hasbro Games, Beverly MA

Senior Game Designer

1996 - 2000


ExhibitGroup / Giltspur, Avon MA

Exhibit Designer & Animator

1993 - 1995 


Education

XR Terra, 12 Week Bootcamp in AR & VR for Developers, 2020

Learned Unity, some C-Sharp coding, GitHub, XCode and XR (Extended Reality) for Oculus, Android, and iOS with staff and classmates that I’ve never met in person. Presented both of our successful team projects to Boston VR at the completion of the course: a VR Crane Training app for Packet 39 and an AR Covid Ward spatial computing app for PTC. Also awarded scholarship to Oculus Launchpad and Facebook Connect 2020.

Carnegie Mellon University, BFA, Industrial Design

This is where I forged a solid foundation for my collaborative, user-focused design career, refined my sketching and thinking skills, and discovered a love of game design. It was the extra activities beyond requirement that made all the difference: Art Directing our award winning student newspaper, The Tartan, co-leading the design of The World of Dr. Seuss Spring Carnival Booth with my MechE roommate, and attending a semester in Essen, Germany during my senior year.

Photo credit: Sunil Gulab @ Goldfish Pond Planting Day 2018

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