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.