Hi, I'm Aims! (they/them)
I'm a level designer, generalist game developer, and art lover with a passion for designing whimsical, innovative, and fun experiences.
Shipped Titles: Stranger Things VR (2024), Neon White (2022), Virtual Virtual Reality 2 (2022), The Under Presents: Tempest (2020), The Under Presents (2019), Plasticity (2019), Tendar (2018), Virtual Virtual Reality (2017), Ducklings: A Game About Parenting (2017)
I'm having a blast making games and am determined to do it for a lifetime! ☺
Movement FPS Platformer published by Annapurna Interactive for Steam and Nintendo Switch
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Designed over 150 levels alongside an evolving player toolset and combat loop
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Discovered the types of spaces and enemy compositions that make the traversal and combat mechanics shine through rapid playtesting and iteration
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Reworked and polished main story missions, side quests, and collectible content to improve the pacing, flow, readability, and replayability of levels
Duration | 2018 - 2019 and 2021-2022
Release | 2022
Mission Designer
Narrative-focused open-world action game set in futuristic Tokyo, developed using Unreal Engine 5
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Designed and implemented multiple main story missions from concept to playable
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Designed various level blockouts for both mission and open-world spaces
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Prototyped gameplay features and content using Unreal Engine 5, blueprints, and proprietary tools
Duration | April 2022 - Present
Release | TBA
Senior Game Designer and Artist
VR psychological horror action game published by Netflix for Meta Quest, PSVR, and Steam
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Created design documentation and art style guides for levels and gameplay systems during pre-production
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Created pitch deck and assets for vertical slice demo
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Prototyped and designed level blockouts, enemy encounters, and game mechanics
Duration | 2021 - 2022
Release | 2024
Senior Game Designer and Artist
VR dark comedy action adventure game developed and published by Tender Claws for Meta Quest 2, Oculus Rift, and Steam
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Designed and implemented multiple main story missions and levels from concept and blockout to ship
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Designed and iterated mech-platformer levels, combat-focused levels, gameplay tutorials, and vignette levels
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Designed enemy behaviors and concepted, modelled, and animated larva, drone, and turret enemies
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Implemented enemy encounters for all main story missions using proprietary tools in Unity
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Onboarded and trained new hires and interns
Duration | 2019 - 2022
Release | 2022
Game Designer and Artist
Live VR immersive theater show inspired by Shakespeare's The Tempest, developed and published by Tender Claws for Steam, Oculus Rift, and Oculus Quest
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Created the lobby player hub space and brought multiple interactive stages from concept to ship
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Designed and implemented multiplayer puzzles, spells, and live actor interactions using proprietary tools in Unity
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Created final environment art, vfx, and animations for the campfire, lobby, wedding, and Prospero's lair sets
Duration | 2019 - 2020
Release | 2020
Game Designer and Artist
Multiplayer VR theatrical adventure game featuring live actors, developed and published by Tender Claws for Steam, Oculus Rift, and Oculus Quest
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Designed a multiplayer interaction system that encourages exploration and teamwork in a central hub space
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Worked closely with engineers and artists to design and script levels inhabited by both players and live actors
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Designed and scripted interactive main stage acts
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Concepted, modeled, and animated characters, props, diegetic UI, and environments
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Implemented art assets using proprietary tools in Unity
Duration | 2018 - 2020
Release | 2019
Game Director
My senior capstone, a 2.5D cinematic platformer about sustainability, that shipped on Steam, was featured by Forbes and the LA Times, and showcased at E3 and IndieCade
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Responsible for communicating and maintaining a complex vision to a team of 30 through meetings, documentation, and presentations
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Worked closely with design, narrative, and art teams to ensure creative decisions embodied the game's values and player experience goals
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Created initial prototype and pitch materials for greenlight process and funding acquisition
Duration | 2018 - 2019
Release | 2019
Mobile AR pet simulation narrative game critiquing machine learning, that utilizes face awareness and emotion detection, funded by Google and developed by Tender Claws for Android
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Designed mobile AR interfaces with consideration to the medium's affordances
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Collaborated with the design team to build a game loop that integrates emotion analysis, facial recognition, object recognition, and social sharing
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Concepted, modeled, rigged, and animated characters, +200 props, +30 character accessories, and environments
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Used proprietary tools in Unity to animate characters and implement art assets
Duration | 2018 - 2019
Release | 2018
Game Designer and Artist
VR narrative adventure game, developed and published by Tender Claws for Google Daydream, Meta Rift, Meta Quest, Playstation VR, and Steam
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Designed and polished levels and environments
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Concepted, modelled, and animated characters, player controllers, characters, tutorial UI, and props
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Implemented art assets using proprietary tools in Unity
Duration | 2018 - 2019
Release | 2017
My freshman-year student project, a co-op tabletop game about raising ducklings, that funded $28,000 on Kickstarter in 30 days, showcased at IndieCade, and sold over 1,000 copies
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Designed a game loop that encourages collaborative play and fosters heartwarming and heart-wrenching emotional experience goals
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Concepted and created artwork for the box, biome cards, character cards, game tokens, and Kickstarter
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Modeled and hand-painted 3D printed duckling miniatures
Duration | 2016 - 2017
Release | 2017