Hello, my name is Aaron Larson, I'm a game designer with a career spanning over a decade. I specialize in systems design, level design, technical design, and new user experiences. Below you can find highlights of some of the work I have done over the years.
Stormgate (Frost Giant Studios)
Key Achievements as Lead Campaign Designer:
Spearheaded the rework of early access campaign content over 1.5 years, transforming mixed Steam reviews into “Positive” recent reviews upon the initial release of updated content. Final release received a 8/10 score from IGN.
Led the design and implementation of campaign progression systems, including army upgrades, hero ability unlocks, an item and gear system, and a randomized tech choice system to support replayability, alongside a cloud-backed persistence system to track player progress and branching choices across missions.
Designed and tuned the campaign economy, balancing resource flow, upgrade unlock pacing, and long-term engagement loops with replay-driven randomization mechanics.
Directed the design of 12 campaign missions, defining mechanics, encounter pacing, difficulty scaling, and rewards to create a cohesive progression arc that balanced challenge, accessibility, and long-term engagement.
Mentored and reviewed work from a team of remote designers, ensuring consistency, quality, and alignment across all campaign content.
Partnered with tools engineers to develop internal workflows and systems that improved iteration speed and expanded design capabilities.
Collaborated closely with art, narrative, audio, and engineering to ensure cohesive integration of storytelling, gameplay, and presentation.
Mecha VR (Solo Development)
Key Achievements as Game Designer:
Created a mech piloting VR prototype featuring procedural level generation, upgrade systems, enemy AI, weapons/abilities, and inverse kinematic solutions for controlling virtual pilot and mech suit.
Starcraft II (Blizzard Entertainment)
Key Achievements as Game Designer:
Designed and tuned player progression systems for Campaign and Allied Commander modes.
Built upgrade trees, unit modifications, and power scaling systems supporting long-term replayability.
Contributed to balancing economy and progression systems for Campaign and Allied Commanders, adjusting resource flow, unlock timing, and difficulty scaling to support engagement and replay goals.
Created three campaign missions for the Nova Covert Ops DLC, handling mission scripting, gameplay mechanics, and early narrative writing.
Designed a new tutorial experience released with Legacy of the Void, onboarding new players through staged, faction-specific lessons.
Member of the multiplayer balance team, responsibilities included map creation, balance tuning, and community feedback integration using internal data tools and monitoring community perception.