Hi, my name is Aio, and I’m an indie game developer and the founder of Aiocane, a small game studio focused on creating original gameplay-driven experiences. I primarily work with Unity, where I handle systems design, programming, and gameplay mechanics, and I also collaborate closely with artists, designers, and audio creators to bring projects together. I’ve led and contributed to multiple projects ranging from 2D platformers and roguelikes to larger concepts like open-world creature-collection RPGs. I’m especially interested in building strong core gameplay loops, clean and scalable systems, and mentoring others through collaborative development. I’m always looking to learn, iterate, and improve—both my technical skills and my ability to lead creative teams—and I’m excited to continue growing through new projects and opportunities. _Website not available. Sign in: https://www.twine.net/signup_

AiocaneDev

Hi, my name is Aio, and I’m an indie game developer and the founder of Aiocane, a small game studio focused on creating original gameplay-driven experiences. I primarily work with Unity, where I handle systems design, programming, and gameplay mechanics, and I also collaborate closely with artists, designers, and audio creators to bring projects together. I’ve led and contributed to multiple projects ranging from 2D platformers and roguelikes to larger concepts like open-world creature-collection RPGs. I’m especially interested in building strong core gameplay loops, clean and scalable systems, and mentoring others through collaborative development. I’m always looking to learn, iterate, and improve—both my technical skills and my ability to lead creative teams—and I’m excited to continue growing through new projects and opportunities. _Website not available. Sign in: https://www.twine.net/signup_

Available to hire

Hi, my name is Aio, and I’m an indie game developer and the founder of Aiocane, a small game studio focused on creating original gameplay-driven experiences. I primarily work with Unity, where I handle systems design, programming, and gameplay mechanics, and I also collaborate closely with artists, designers, and audio creators to bring projects together.

I’ve led and contributed to multiple projects ranging from 2D platformers and roguelikes to larger concepts like open-world creature-collection RPGs. I’m especially interested in building strong core gameplay loops, clean and scalable systems, and mentoring others through collaborative development.

I’m always looking to learn, iterate, and improve—both my technical skills and my ability to lead creative teams—and I’m excited to continue growing through new projects and opportunities.

Website not available. Sign in: https://www.twine.net/signup

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Experience Level

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Expert
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Expert
Intermediate
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Language

English
Fluent
French
Intermediate
Japanese
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Work Experience

Unity Developer at Dakota State University
August 24, 2025 - Present
I work as a VR Programmer at Dakota State University, where I develop and maintain immersive virtual reality applications for academic and research use. My role involves designing and implementing interactive systems in Unity, integrating VR hardware and input systems, and optimizing performance to ensure smooth and reliable user experiences. I collaborate with faculty, staff, and multidisciplinary teams to translate educational and research goals into functional VR experiences. This includes prototyping new interactions, debugging complex systems, and refining user interfaces and gameplay mechanics to meet project requirements and usability standards.
Owner at Aiocane
February 2, 2024 - Present
As the owner and lead developer of Aiocane, I oversee both the creative and technical direction of the studio while remaining deeply hands-on in day-to-day development. I am responsible for designing and implementing core gameplay systems, programming scalable architectures, and guiding projects from early concept through playable prototypes and production builds. In addition to development, I manage team coordination, production planning, and mentorship, including the creation and oversight of structured internship programs with clear milestones, practical skill assessments, and real-world production experience. I handle task planning, scope management, and cross-discipline communication to ensure efficient collaboration between programmers, artists, designers, and audio developers. I also lead technical pipeline decisions, tool selection, and workflow optimization across projects, ensuring the team maintains clean, maintainable codebases and consistent asset standards. Beyond internal development, I represent Aiocane in pitches, project documentation, and external communication, aligning creative vision with realistic production goals. Through Aiocane, I’ve led the development of multiple projects—including original IPs—balancing creative ambition with practical execution while building a studio culture focused on learning, iteration, and high-quality gameplay-driven experiences.

Education

Bachelor of Arts and Science at Dakota State University
August 22, 2022 - May 9, 2026
Through my program at Dakota State University, I received hands-on training with industry tools including Maya, Toon Boom, Unity, and Unreal Engine, while building a strong foundation in the core principles of game design such as systems thinking, player experience, iteration, and balance. In addition to my academic work, I have completed numerous independent and collaborative projects outside of coursework, allowing me to explore more advanced mechanics, pipelines, and production workflows. As a result, my portfolio extends well beyond standard class projects and reflects a level of depth and polish that places me significantly ahead of typical undergraduate expectations.

Qualifications

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Industry Experience

Gaming, Media & Entertainment
    paper Wobblepop

    For Wobblepop, I served as the Lead Programmer, Artist, and Team Manager, taking primary ownership of both the technical and creative direction of the project. I designed and implemented core gameplay systems, mechanics, and tools while also creating key visual assets and establishing the game’s overall art style.

    In addition to hands-on development, I managed the development team by coordinating tasks, setting milestones, and ensuring clear communication across disciplines. I guided the project from concept through playable builds, balancing scope, quality, and timelines while iterating based on playtesting and feedback.