Game Developer

Engineering - Design



Hi, I'm Aubrey. It's great to meet you! I am a trans woman of color working as a Gameplay Engineer at Monster Games. In grad school at Carnegie Mellon University, I sold my Slot Car Island IP to EA, became a Randy Pausch and Penny Arcade Scholar, and led my student pitch project, Star Stone, to improve onboarding in tabletop roleplaying games. I also won a judge's choice award for my 2015 Global Game Jam game Press Up.

My favorite problems to solve are ones that require expertise in multiple roles making use of my hybrid skill set. Making new experiences in VR, AR, connected, and experimental platforms in small teams has allowed me to be confident in any space. My knowledge in art, experience leading teams, and improvisational acting skills give me great communication skills across disciplines. And first hand experience collaborating in diverse teams has shown me their power to innovate. It is alsso important to me to have healthy work life balance.

I believe games are uniquely positioned to not only provide escape but enrich our lives in the process. Through companions, games, interactive experiences I want to enrich the lives of others. I try to infuse my real life experience into my creations to make them feel personal and relatable. I also work hard to consider the message and authorial intent carried by how features are implemented. Because improving games for all requires intentional choices on what is encouraged and shown as valid.

Outside of games I co-host a relationship podcast called She/Her/Hers. I am a certified yoga instructor and a retired roller derby athlete. I also organize LGBTQ+ youth and adult groups locally and online as these communities are essential for people of all ages and varying backgrounds. You may also find me speaking at conferences about my time in the game industry or other topics close to my heart. If you see me, please say hello!


I was a gameplay engineer on the 2018 entry into the NASCAR Heat racing series. I redesigned and implemented new inclusive character creator technology, expanded career with a custom team owner path and created the replay highlights system at the end of a race.

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I was a Gameplay Engineer on the 2017 entry of the NASCAR Heat racing series. Career mode was overhauled and implemented by me. A new UI animation system was designed by me and the front end UI screen system was redesigned and implemented by me. I was also responsible for updating the new season points rules for stages and playoff points in accordance with new NASCAR scoring rules. Our team was roughly 22 people.

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NASCAR Heat: Evolution

For the 2016 return of the NASCAR Heat racing series, I designed and implemented the character creator, setup the in-game race and race day flows, and helped implement PS4 platform features, DLC, and peripheral wheel support. In addition, I was responsible for optimizing the season rules logic.

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Star Stone

I led a 2014 student pitch project at Carnegie Mellon's Entertainment Technology Center serving as a technical designer and vision holder. We created a companion mobile app that empowers new players to engage in roleplay while learning action crafting. The companion guides and supports up to 4 new players using scaffolding to remove the need to reference character sheets and rulebooks while learning the basics. As players master action crafting the scaffolding can be removed gradually giving players more options and easing them into using a character sheet.

I was responsible for designing the app with wireframes which would be mocked up before I implemented the mockups into the working application. Most playtests were run by me serving as the experienced Game Master and also served as the resident roleplay expert for the team. I also helped make decisions around our technology choices for the app.

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Meat Demand

I was a programmer and designer in the 7 person team to make a live game on a world issue to be run at the 2015 Games for Change Festival at Washington Square Park in New York City. We created a location based AR collection game dealing with world hunger. Our game highlighted the difficulty of feeding everyone on earth with a heavily meat based diet by asking how many people can you feed on your diet. The player took on the role of a delivery person filling the orders of the citizens for either meat or corn. Citizens of the virtual world demanded meat based on the amount of meat the player admits to eating on a weekly basis.

I was responsible for designing an app to be testable in pittsburgh and easily calibrated to Washington Square Park. I was also responsible for displaying the player's location and virtual location of collectibles and beacons. During the live demonstration I ran tech support to assist guests with problems they ran into trying to play the game.

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Press ↑

I was the programmer for the 3 person 2015 Global Game Jam team. The PC game was made in 48 hours in response to the theme, “What do we do now?” By following directions the world fills up with colorful letters. I was responsible for all programming including parsing words to validate keyboard input and creating juicy screen shake and congratulatory letter explosions for correct entries. Over the 48 hours, I put out 10 playable iterations, many of which were tested by designers and guests informing our choices for the remaining hours of development.

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Slot Car Island

This family slot car racing game was developed for EA on their connected TV Platform. It was designed to be a one button play where flying off the track scattered set pieces you crashed into. I served as a tools and gameplay engineer creating the track builder and implementing the AI and catch up mechanics. EA was so pleased with the success of this project that they bought the rights from us. The full version was never released by EA.

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81 Monsters

A group of 7 created a metagame to encourage guests of the ETC festival showcase to step up and experience the games. Our team turn each of our classmates into cuddly monsters who we placed on trading cards with little blurbs written by each student. The guests were given one to start and told that each experience they tried would gain them another trading card. The cards also had QR codes that allowed players to digitally collect the monsters and guests could view their animated monsters in total at our booth. Because most of the guests were there for friends and family it was highly motivating to search for specific monsters. We also encouraged trading and sharing to collect them all.

I was responsible for helping with the design of the larger meta game and ensuring the technology would work. I also build the web portal that guests would visit to scan and read about the monsters and the students they represented. The web service data feed that the kiosk unity application consumed was also my responsibility. And I came up with the design for our booth and shopped for materials to construct it.

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Through the Dark

This VR experience tells the story of a blinded conductor making his way through a subway station to his comeback concert. While the rooms are mostly dark the walking stick sends pulses of light as it taps the ground. When objects or people are tapped, they light up in silhouette. Music played by street performers also guide the player serving as checkpoints marking progress. The whole game makes use of 5.1 Surround sound to fill out depth of the rooms and provide spacial awareness even in darkness. The final scene allows the player to conduct a symphony of silhouetted instruments.

I was the vision holder of this concept and was involved in tuning the sounds and light levels. I also worked on level design and adjustment of the obstacles and street performers.

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