
Hi, I'm Aims! I'm a level designer, generalist developer, and art enthusiast with a passion for designing whimsical and innovative interactive experiences.
I'm having a blast making games and am determined to do it for a lifetime! ☺
Shipped Titles: Neon White (2022), Stranger Things VR (2024), 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)

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, metrics, and enemy compositions that make the traversal and combat mechanics shine through rapid playtesting and iteration
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Replaced graybox with final art assets through kitbashing
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Brought main story missions, sidequests, and collectible content to a fun and shippable state
Duration | Oct 2018 - Sep 2019, Sep 2021 - Feb 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 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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Designed and prototyped game mechanics, enemy encounters, and levels
Duration | Mar 2021 - Mar 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 enemy encounters for main story missions using proprietary tools in Unity
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Designed enemy behaviors and concepted, modelled, and animated larva, drone, and turret enemies
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Designed game loop and levels for VR headset missions
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Brought mech-platforming missions from concept to ship
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Onboarded and trained new hires and interns
Duration | Dec 2019 - Mar 2022
Release | 2022

Game Designer and Artist
The Under Presents DLC, a live VR immersive theater show, developed and published by Tender Claws for Steam, Oculus Rift, and Oculus Quest
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Brought multiple levels from concept and blockout to final environment art and ship
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Designed multiplayer puzzles, spells, and live actor encounters for the theater lobby
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Implemented gameplay and art assets using proprietary tools in Unity
Duration | Jun 2020 - Sep 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 inhabited by both players and live actors
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Worked closely with engineers and artists to design and implement multiplayer puzzles and magic rituals
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Used proprietary tools in Unity to design and implement a majority of magic recipes
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Scripted gameplay for pre-recorded main stage acts
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Designed VR diegetic interfaces for key gameplay mechanics and live actor toolset
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Concepted, modeled, and animated characters, props, and environments
Duration | May 2018 - Sep 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, usability, 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 | Feb 2018 - Jul 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 designers and engineers 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 accessories, and environments
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Used proprietary tools in Unity to create optimized character animations and implement art assets
Duration | Mar 2018 - May 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 tutorial UI and created player controller animations and models for multiple VR platforms
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Redesigned and polished levels and vignettes
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Concepted, modelled, and animated NPCs
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Implemented art assets using proprietary tools in Unity
Duration | Mar 2018 - May 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, and game tokens
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Modeled, 3D printed, and painted over 200 duckling miniatures
Duration | Jan 2017 - May 2018
Release | 2017