Game Developer

Engineering - Design



Hi, I'm Aubrey. It's great to meet you! I am a trans woman of color running my own freelance engineering and art studio. I design, implement, and speak on inclusive character creators for AAA and indy games. I make grant funded interactive experiences at the intersection of art therapy and sex ed. I also make tools related to games and give talks on industry topics through the lens of my trans, queer, game development journey hoping to empower folks to make their own inclusive games and studios.

My favorite problems to solve are ones that make space for folks to see themselves in their games and apps, especially when that may not be the norm for them. I particularly enjoy onboarding, character creators, and designing ways for people of many different skill levels to interact and play together. Hybrid problems across disciplines is also a specialty of mine with expertise in engineering, design, and art.

I believe interactive experiences provide a space to practice empathy by stepping into the shoes of others and helping you feel seen when you really need it. These worlds have a way of letting us imagine ourselves in a different setting and discover new facets of our identities. This creates the capacity for change and shapes the world around us. It is our responsibility as developers to make sure that a wide and diverse set of people feel welcomed into the spaces we create.

Outside of games I like to rollerskate at the skatepark and on trails with friends. I am a certified yoga instructor and a retired roller derby athlete. I am a fiber artist who loves to knit and crochet unique wearable fan art. And I spend a lot of time with my wife and cat.


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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I was a gameplay engineer on the 2019 entry into the NASCAR Heat racing series. I expanded career polished career mode.

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Tony Stewart's Sprint Car Racing

I was a gameplay engineer on the independent dirt track racing game. I created and designed a whole new parts system for career mode allowing players to purchase and build towards the kind of playstyle that best suited them.

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Tony Stewart's All American Racing

I was a gameplay engineer on the independent dirt track and asphault racing game. I created and designed a system to allow players to run their own racing leagues, hire drivers, and sub in for a driver at any point.

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I created a grant funded interactive prototype at the intersection of art therapy and sex ed. Guests are asked to imagine their sexual identity as a garden before choosing a hand drawn vulva to garden on and arrange plants in the garden such that it can represent their sexual identity.

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I was a ritual developer on the iPhone app #selfcare. Worked on the walls and duvet rituals for the app available in the spring and summer 2021 updates.

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Witchy Life Story

I was the engineer on the witchy life narrative sim. I designed and implemented the character creator as well as custom solutions for implementing the game in the Fungus Framework and Unity Game Engine.

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