Aaron Low
Technical Artist
A kid from Hawaii with an earnest desire to pay it forward for what games have done for me. A long journey with many obstacles — here's what I've built along the way.
Games & Mods
Perfect Dark
Perfect Dark breakdown page for animation and technical art work, including hero-shot presentation, first-person combat systems, slide takedowns, Control Rig execution, and crowd facial emotion systems.
Hogwarts Legacy
Hogwarts Legacy production and technical animation work, including mocap review, Unreal IK tests, scene rigging, and wizard interaction footage.
Escape From Editor
Unreal Fellowship arcade project and postmortem built around a light-gun style experience, using Unreal Engine examples, Sinden Lightgun integration, Blueprints, Control Rig, retargeting, and rapid prototyping within a three-week timeline.
Play Two Heroes
Play Two Heroes is a mod that takes inspiration from Marvel Vs Capcom 2 and utilizes a hero switch mechanic. Players leverage a broader ability toolkit by switching between two selected heroes, creating more solutions to problems. Six core systems coded: crowd-control prevention, ultimate transfer, health percentage carry-over, switch cooldowns, momentum retention, and tiered cooldown adjustments. Notable edge cases handled include Baby D.Va's 30-second lockout and a visual indicator for cloaked Sombra. Officially acknowledged by Jeff Kaplan (Blizzard) - ranked 11th overall most-played mod by duration, 2nd highest average player retention.
A Boy and His Beard
Released twin-stick beat 'em up where players steal beards from lumberjacks, vikings, pirates, bikers, and skeletons to unlock new potential. Contributed production scheduling, mechanics and enemy design, balancing, main character creation, rigging, animation, polish, and publishing.
ThriveVR
Physical therapy VR prototype built around approachable exercise interactions: goal setting with a Daruma-inspired loop, physician-controlled challenge timing, foot tracking, balance work, and playful movement prompts.
Junkenstein's New Boss Mod
A twist on Junkenstein's Revenge with redesigned boss mechanics: Reaper teleports and hacks on ultimate using line-of-sight detection, Roadhog adds burning AOE pressure, Symmetra spawns sentry turrets on a timer, Junkrat changes RIP-tire pressure, and Mercy keeps direct combat behavior without forced Valkyrie mode.
Older Works
Dungeon Crawler
The goal of Dungeon Crawler was to make a quick simulator for World of Warcraft's dungeon design. The idea being you can have a greater data set and feedback from testing a dungeon in simulations. Reducing playtesting time to just when you need it. This project had a very high level of scope and I realize I wouldn't have the time to dedicate much to it but it was very insightful in providing me with ideas for GUIs for game testing. Examples are shown in the agro range, line of sight, and Simple AI systems.
Detective
InDesign detective game project featuring Mona Lisa themed interaction and animated presentation work.
The Spare
3D animated title sequence - treehouse environment with stylized lighting.
Character Rig
Stylized character rig built in Maya. Full-body IK/FK control rig with facial controls.
Hanamikoji
Physical card game design and production. Designed, printed, and played.
Cabin Lighting Study
Maya exterior render - cabin with windmill, tree, and natural lighting study.