hello. i'm aaron garcha.

this is my portfolio.

CV Email

who am I?

I am a technical designer that started out in the modding community at a young age and paved my way into the games industry through my many personal projects.

Along the way I've earned a vast skillset in many areas of games development and have a strong interest in understanding and gaining experience in every aspect of developing games.

If you're looking for someone with a keen eye and a strong technical understanding of what makes games tick contact me via email or LinkedIn.

what do I know?

  • Level/Game Design
  • Unity Development
  • User Interface Design
  • C#/C++
  • Gameplay Scripting
  • Web Development
  • Photoshop

The Division 2

UI Implementation

The Division 2 is an open-world looter shooter that I helped develop at Massive where my main role was a UI Technical Artist.


DE OVERGROWN

Fight through a dilapidated shipping yard in this decaying and unkempt 12-player defusal map for Counter-Strike Global Offensive.


Block N Load

UI Design / Programming

In a short 2 month period before the relaunch of Block n Load, I was tasked with the goal of giving the UI a more contemporary design and feel.


PLR NIGHTFALL

Winner of the CTFPLR contest, Nightfall is a 3-stage map designed for the Payload Race gamemode of Team Fortress 2.


SCRIPTING EXAMPLES

ue4 blueprints

A collection of UE4 Blueprints consisting of various gameplay mechanics that can be combined to prototype multiplayer game modes.


KOTH Highpass

Level Design

A Team Fortress 2 KoTH map built in collaboration with another member of the mapping community.


CTF CONVERGE

level design

My entry into the TF2Maps 'Competitive CTF' contest, Converge is a CTF map where a single flag at the center of the map is fought over and must be delivered deep inside the enemy's base in order to damage and destroy a computer mainframe.


ARENA & KOTH LIGHTHOUSE

level design

An arena/king of the hill map for Team Fortress 2 set on a remote island with a lighthouse serving as both the central focal point and the middle capture point.


STREET SCENE

environment art

A small scene built for the UDK, intended to brush up my skills in Max and Photoshop and to get used to the workflow involved in working with the UDK.


TECHNICAL GUIDES / TUTORIALS