Aaron Roxby
Game Design & Production Instructor at Academy of Interactive Entertainment (AIE)- Claim this Profile
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Bio
Brannon Boren
Aaron was the senior game designer on my team, and owned all design for the product he was tasked with. He proposed themes and core game play ideas, and shepherded those through evaluation by the rest of the team, and upper management, gracefully incorporating feedback until we had settled on a solid direction. He owned the vision of the product through its formative stages, and did a great job of involving others, letting the entire team get invested in the vision and committed to delivering it. When another project needed help, he was willing to step in and lend a hand, getting up to speed quickly, and making great contributions. As an experienced senior designer, Aaron is capable of handling anything, but is a standout as a systems designer. He's a great team member, flexible, and ready to contribute wherever needed.
Chris Aylott
Aaron is a superb systems and content designer, and the anchor of the Star Wars: Assault Team design relay team. During the development and launch of the game, Aaron took ownership of the special missions system, a critical feature that required coordinating the design team and launching new missions on a weekly basis. Aaron kept exciting content that fans loved coming out like clockwork, while simultaneously contributing new feature specs and helping out on another game in development. He is a pleasure to work with, and after working together on several projects I know that Aaron makes any game he works on better.
Brannon Boren
Aaron was the senior game designer on my team, and owned all design for the product he was tasked with. He proposed themes and core game play ideas, and shepherded those through evaluation by the rest of the team, and upper management, gracefully incorporating feedback until we had settled on a solid direction. He owned the vision of the product through its formative stages, and did a great job of involving others, letting the entire team get invested in the vision and committed to delivering it. When another project needed help, he was willing to step in and lend a hand, getting up to speed quickly, and making great contributions. As an experienced senior designer, Aaron is capable of handling anything, but is a standout as a systems designer. He's a great team member, flexible, and ready to contribute wherever needed.
Chris Aylott
Aaron is a superb systems and content designer, and the anchor of the Star Wars: Assault Team design relay team. During the development and launch of the game, Aaron took ownership of the special missions system, a critical feature that required coordinating the design team and launching new missions on a weekly basis. Aaron kept exciting content that fans loved coming out like clockwork, while simultaneously contributing new feature specs and helping out on another game in development. He is a pleasure to work with, and after working together on several projects I know that Aaron makes any game he works on better.
Brannon Boren
Aaron was the senior game designer on my team, and owned all design for the product he was tasked with. He proposed themes and core game play ideas, and shepherded those through evaluation by the rest of the team, and upper management, gracefully incorporating feedback until we had settled on a solid direction. He owned the vision of the product through its formative stages, and did a great job of involving others, letting the entire team get invested in the vision and committed to delivering it. When another project needed help, he was willing to step in and lend a hand, getting up to speed quickly, and making great contributions. As an experienced senior designer, Aaron is capable of handling anything, but is a standout as a systems designer. He's a great team member, flexible, and ready to contribute wherever needed.
Chris Aylott
Aaron is a superb systems and content designer, and the anchor of the Star Wars: Assault Team design relay team. During the development and launch of the game, Aaron took ownership of the special missions system, a critical feature that required coordinating the design team and launching new missions on a weekly basis. Aaron kept exciting content that fans loved coming out like clockwork, while simultaneously contributing new feature specs and helping out on another game in development. He is a pleasure to work with, and after working together on several projects I know that Aaron makes any game he works on better.
Brannon Boren
Aaron was the senior game designer on my team, and owned all design for the product he was tasked with. He proposed themes and core game play ideas, and shepherded those through evaluation by the rest of the team, and upper management, gracefully incorporating feedback until we had settled on a solid direction. He owned the vision of the product through its formative stages, and did a great job of involving others, letting the entire team get invested in the vision and committed to delivering it. When another project needed help, he was willing to step in and lend a hand, getting up to speed quickly, and making great contributions. As an experienced senior designer, Aaron is capable of handling anything, but is a standout as a systems designer. He's a great team member, flexible, and ready to contribute wherever needed.
Chris Aylott
Aaron is a superb systems and content designer, and the anchor of the Star Wars: Assault Team design relay team. During the development and launch of the game, Aaron took ownership of the special missions system, a critical feature that required coordinating the design team and launching new missions on a weekly basis. Aaron kept exciting content that fans loved coming out like clockwork, while simultaneously contributing new feature specs and helping out on another game in development. He is a pleasure to work with, and after working together on several projects I know that Aaron makes any game he works on better.
Experience
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Academy of Interactive Entertainment (AIE) RTO 88021
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Higher Education
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100 - 200 Employee
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Game Design & Production Instructor
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Nov 2020 - Present
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Big Fish Games
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United States
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Computer Games
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300 - 400 Employee
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Senior Game Designer
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Aug 2018 - Sep 2020
Worked with teams in Seattle and Kiev to design major systems, economies and Live Operations for multiple titles. * Worked with 4Friends Games in Kiev, Ukraine. Designed the economy and meta systems for StoryKeepers (Hidden Objects) (2019) * Created economy and meta systems for Starring You, a first for the Interactive Fiction genre. Worked with teams in Seattle and Kiev to design major systems, economies and Live Operations for multiple titles. * Worked with 4Friends Games in Kiev, Ukraine. Designed the economy and meta systems for StoryKeepers (Hidden Objects) (2019) * Created economy and meta systems for Starring You, a first for the Interactive Fiction genre.
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ArenaNet LLC
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United States
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Computer Games
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200 - 300 Employee
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Game Designer
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Dec 2015 - Mar 2018
Created open world events geared toward long term multiplayer engagement as well as single player instances, quests, NPCs, enemies, skills, and boss encounters to drive best in class storytelling. * Living World Team for Guild Wars 2: Heart of Thorns (2015) and Guild Wars 2: Path of Fire (2017). * Shipped 3 Living World episodes: Rising Flames, Flashpoint and A Bug in the System. Created open world events geared toward long term multiplayer engagement as well as single player instances, quests, NPCs, enemies, skills, and boss encounters to drive best in class storytelling. * Living World Team for Guild Wars 2: Heart of Thorns (2015) and Guild Wars 2: Path of Fire (2017). * Shipped 3 Living World episodes: Rising Flames, Flashpoint and A Bug in the System.
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SpaceTime
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Austin, Texas Area
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Senior Game Designer
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Dec 2014 - Oct 2015
Created live events and expansion content including 3D levels, boss fights, items, loot tables and systems designed to drive engagement and monetization. * Live Team for Arcane Legends (released July 2012), winner of multiple awards, including Best MMO at the 5th annual Best App Ever awards. * Designed levels, monsters, weapons, armor, NPC pets, boss battles and new mechanics for the Ursoth’s Assault event, which tripled monthly currency sales and became the most profitable event of 2015. * Worked with the team to design and implement Rage of the Ren’Gol, the only full expansion released in 2015. Created items, loot tables, levels, NPCs, quests and enemies. This expansion doubled the base daily revenue generated by Arcane Legends for Q2 2015. Show less
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Disney Media & Entertainment Distribution
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United States
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Entertainment Providers
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700 & Above Employee
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Senior Game Designer
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Sep 2013 - Oct 2014
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Game Designer
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May 2013 - Sep 2013
Wrote story and dialogue for all levels. Designed mission systems and created game missions in Unity 3D. Supervised content designers in Czech Republic. Optimized monetization and retention by designing and implementing weekly event missions.* Star Wars: Assault Team (released March 2014 in partnership with LucasArts and LucasFilm), winner of Apple Editor’s Choice Award.* Established development pipeline for in-game mission content to effectively manage game level and content creation among Prague-based designers and local Product Management team; decreased level creation time by half and increased sales by ensuring content met game’s specific needs.* Recognized need to produce content more quickly in order to meet player demand and developed and implemented solutions utilizing existing assets to create new experiences. Realized 30% to 100% increase in sales with each new event release. Show less
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Zynga
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United States
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Computer Games
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700 & Above Employee
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Game Designer
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Jan 2011 - May 2013
Provided system and content design for key titles.* System Designer for Hidden Shadows (released June 2013): built game’s internal economy, performing Excel modeling and balance testing. Traveled to Bangalore to facilitate transition of development process from San Francisco to India, guiding offshore Product Managers in implementing and maintaining game economy.* Content Lead for Kingdoms & Quests (released September 2011): developed full quest and event scripting system and assisted in balancing combat systems. Led designers in developing game content, including lore, quest writing, map design, and implementation.* Developed and deployed content implementation tools, improving development timeline by up to tenfold.* Designed and implemented full quest system for The Ville (released June 2012). Collaborated with designers to produce vast amounts of content ahead of pressing launch date. Created full design specs for several major post-launch features. Show less
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Associate Game Designer
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May 2010 - Jan 2011
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Writer
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Dec 2006 - May 2013
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Game Designer
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Mar 2008 - May 2010
Contributed to numerous released titles, providing design for items, systems, and quests; building worlds and writing lore. * Duels (www.duels.com): Head Designer for online PVP-based item collection game. Designed 3,000+ unique items; developed multiple crafting and economic systems, biannual PVP event, and skill design for six primary classes; wrote and maintained game world’s lore; and designed 200+ in-game quests, including massive, weekly serialized adventure. * Developed and introduced system for advertising and selling equipment packs, with each release treated as full expansions; realized tripled sales with first release and continually improving revenue with each subsequent release. * Duels Expansions : wrote lore and created 300 new items, two new races, and 30 quests for each themed expansion. * Warstorm: Wrote background lore for fantasy collectible card game. * Ponzi Inc. (Facebook): Wrote humorous descriptions for in-game items and quests in cartoon office simulation. * Hellboy Card Game: Edited existing Hellboy comics material into unified quest flow and design 400 cards based on assets from comics (project was ultimately cancelled). Show less
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Blizzard Entertainment
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United States
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Entertainment Providers
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700 & Above Employee
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Specialist Game Master
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May 2007 - Mar 2008
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MMORPG.com
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Online Audio and Video Media
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1 - 100 Employee
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Staff Writer
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Jun 2006 - Dec 2006
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NCSOFT West
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United States
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Computer Games
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700 & Above Employee
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Game Master
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2004 - 2006
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