Will Wright on stage in 2007 in a fleece vest, a robotic arm brace strapped to his right arm.

Will Wright

Designer of SimCity and The Sims

Maxis co-founder who turned a level editor into SimCity, a burned-down house into The Sims and evolution into Spore, and is still chasing a game made of memory.

Editor First
Liked building Raid on Bungeling Bay’s islands more than bombing them, so made SimCity.
Books Into Rules
Turns a theory into code: Forrester for cities, Lovelock for planets, Wilson for ants.
Cocooning
His and Cassidy’s BattleBot wrapped rivals in gauze until the organisers banned the move.

Will Wright

Designer of SimCity and The Sims

Start hereSimCityMaxis; designed and programmed by Will WrightRead the released source

Will Wright reads a book, turns its theory into rules a computer can run, and hands the player the tools. The island editor of a helicopter game became SimCity; a house lost to the 1991 Oakland Hills fire became The Sims; Spore tried to carry evolution from a single cell to a galaxy. His games are toys you cannot win, and their pleasure lies in discovering what the rules assume and what they leave out. Since 2015 he has been trying to do the same with human memory, lately with no budget and an unpaid crew.

1960–1984

Islands built to be bombed

William Ralph Wright was born in Atlanta on 20 January 1960. His father, an engineer like the grandfather before him, had built a successful company making plastic packing materials; his mother, Beverlye, was an amateur magician and actress. At five or six, Wright told New York magazine in 2026, he jumped into a drum of polyethylene pellets at his father’s factory and began to sink “like quicksand” until his father pulled him out. It is the only time he remembers his father angry. The man already had leukaemia, and it killed him when Will was nine. His mother took Will and his younger sister, Whitney, back to her home town of Baton Rouge.

He had been happiest at a Montessori school (“SimCity comes right out of Montessori,” he told The New Yorker’s John Seabrook in 2006) and liked the Episcopal prep school in Baton Rouge less, though its discussions of God were where, he said, he became an atheist. He built model ships, tanks and planes, and at ten a balsa replica of the Enterprise’s flight deck that won a prize at a Star Trek convention. He played Avalon Hill war games such as PanzerBlitz, with rulebooks of forty pages that he and his friends spent much of the game arguing over, as he told Celia Pearce in 2001. He started at Louisiana State University at sixteen to study architecture, moved to Louisiana Tech for mechanical engineering, and in autumn 1980 went to the New School in Manhattan for robotics, scavenging parts from the surplus shops on Canal Street to build a robotic arm. He never took a degree.

In Seabrook’s account, in 1981 Wright answered a car-magazine advert from the rally driver Richard Doherty, and the two drove a modified Mazda RX-7 from Long Island to California in an illegal point-to-point race, wearing night-vision goggles so they could run without headlights. Stopped in Georgia at 120 mph, Wright talked the trooper out of a ticket, Doherty recalled; they won. (Some accounts date the run to 1980.) Back in Baton Rouge he fell for his roommate’s sister, Joell Jones, a painter eleven years older who lived in Oakland. He moved in with her on condition that he leave her painting alone, and they married in 1984.

In Oakland he wrote a helicopter simulator on a Commodore 64 that grew into a shoot-’em-up. Broderbund, where Lauren Elliott was his product manager, published it in 1984 as Raid on Bungeling Bay: the player flies from a carrier to bomb factories that grow more dangerous the longer they are left alone. It sold modestly on the Commodore, but Hudson Soft’s Famicom version sold about a million cartridges, mostly in Japan, and Wright says the royalties let him live for several years. The more important result was private. Building the islands in his own map editor, he “was more interested in creating the buildings on the islands than in blowing them up.” He kept working on the editor after the game shipped: he laid roads, wondered where the people on them were going, added buildings, and then needed a zoning code.

2009–present

A glorious failure rather than a mild success

The Stupid Fun Club took its name from robot combat. “This started many years ago actually, with friends I met doing Robot Wars together,” Wright told GameSpot. “It’s kind of ridiculous to invest hundreds of hours building these things and then destroy them. But it’s great fun, and it’s really stupid.” With Cassidy he had built BattleBots for years; their Kitty Puff Puff fought by sticking gauze to an opponent and circling until it was cocooned and could not move, a tactic the organisers banned. The club, a dozen people in West Berkeley, produced toy and media experiments and the Current TV series Bar Karma (2011), whose plots were pitched by an online community; it ran one season. In 2015 most of the team relaunched as Thred, a phone app for turning your photos and data into comic-like stories. It lasted months. “We made a social platform nobody wanted,” the programmer Adam Lopez told New York magazine.

Proxi began in 2015 with Lauren Elliott, Wright’s product manager at Broderbund and a co-designer of Where in the World Is Carmen Sandiego?, as his partner in Gallium Studios. Players describe memories, tag them by people, places, feelings and things, and place them as small globes on islands; an AI turns each into an animated scene and finds links between them, until the map becomes the mind of a character, the “proxi”, which, Wright says, gets up “kind of like Frankenstein” and walks. In 2016 he emailed the neuroscientist Alex Huth after Huth’s map of where meanings sit in the cortex was published. The game was announced at GDC in 2018; a 2021 plan to let players own and trade their creations as NFTs on a blockchain did not work functionally, Elliott said later, because “the transactions happened too slowly.” Griffin Gaming Partners led a $6 million round in 2022. In October 2024 the money ran out after about a decade, a million dollars of Wright’s own and a few million from investors; the staff were laid off. By September 2025 the crew was Wright, Elliott, Lopez and the product manager Jenna Chalmers, all unpaid. As of New York magazine’s March 2026 profile there was no release date, and Elliott was expecting funding news. “I’d much rather have a glorious failure than a mild success,” Wright said.

He lives at the top of the Oakland Hills, a 66-year-old smoker with a deep laugh, married three times and father to Cassidy and a teenage son, Parker, who says his father is bad at video games. The house holds a control panel from the first Soviet crewed orbital flight, part of a collection of Soviet space hardware he began in the 2000s, a bag of gallium for the studio’s name, and drawings he makes trying to work out how the artist Daniel Zeller draws. He still works the way he did on the Bungeling Bay editor: make a model, see what it does, then make another.

Major games and software projects

  • 1989 · Maxis team; designed by Will Wright

    SimCity

    Explore & play

    About this object

    Super NES cartridge · 1991 USA port. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. This represents the later 1991 Super NES port; the shelf dates the original computer game. Its face uses the computer work’s artwork as an interpretation.

    Artwork source · Physical edition

  • 1990 · Maxis; designed by Fred Haslam and Will Wright, with James Lovelock

    SimEarth

    Explore & play

    About this object

    Super NES cartridge · 1993 USA port. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. This represents the later 1993 Super NES port; the shelf dates the original computer game. Its face uses the computer work’s artwork as an interpretation.

    Artwork source · Physical edition

  • 1991 · Maxis; designed and programmed by Will Wright and Justin McCormick

    SimAnt

    Explore & play

    About this object

    Super NES cartridge · 1993 USA port. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. This represents the later 1993 Super NES port; the shelf dates the original computer game. Its face uses the computer work’s artwork as an interpretation.

    Artwork source · Physical edition

  • 1993 · Maxis team; designed by Will Wright and Fred Haslam

    SimCity 2000

    Explore & play

    About this object

    PC CD-ROM · later CD Collection edition. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. Represents the later CD Collection rather than the original 1993 floppy release.

    Artwork source · Physical edition

  • 2000 · Maxis team; original concept and design leadership by Will Wright

    The Sims

    Explore & play

    About this object

    PC CD-ROM. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label.

    Artwork source · Physical edition

  • 2008 · Maxis team; chief designer Will Wright

    Spore

    Explore & play

    About this object

    PC DVD-ROM. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label.

    Artwork source · Physical edition