I’m James Soth, an associate game designer based in Los Angeles, CA, with a strong mix of creative and technical skills. I enjoy translating high-level specs into polished gameplay mechanics, thoughtful UI/UX, and fast prototypes—then iterating quickly through playtesting and clear documentation. Over my 1.5 years of experience across education/B2B products, VR and UEFN projects, and live game systems, I’ve worked with teams to build level and UI solutions in Unreal Engine and Unity, while also taking ownership of balance, progression, and accessibility improvements. I’m especially drawn to work that combines rapid iteration, detail-oriented implementation, and cross-functional collaboration to ship engaging player experiences.…

James Soth

I’m James Soth, an associate game designer based in Los Angeles, CA, with a strong mix of creative and technical skills. I enjoy translating high-level specs into polished gameplay mechanics, thoughtful UI/UX, and fast prototypes—then iterating quickly through playtesting and clear documentation. Over my 1.5 years of experience across education/B2B products, VR and UEFN projects, and live game systems, I’ve worked with teams to build level and UI solutions in Unreal Engine and Unity, while also taking ownership of balance, progression, and accessibility improvements. I’m especially drawn to work that combines rapid iteration, detail-oriented implementation, and cross-functional collaboration to ship engaging player experiences.…

Available to hire

I’m James Soth, an associate game designer based in Los Angeles, CA, with a strong mix of creative and technical skills. I enjoy translating high-level specs into polished gameplay mechanics, thoughtful UI/UX, and fast prototypes—then iterating quickly through playtesting and clear documentation.

Over my 1.5 years of experience across education/B2B products, VR and UEFN projects, and live game systems, I’ve worked with teams to build level and UI solutions in Unreal Engine and Unity, while also taking ownership of balance, progression, and accessibility improvements. I’m especially drawn to work that combines rapid iteration, detail-oriented implementation, and cross-functional collaboration to ship engaging player experiences.

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Experience Level

Expert
Expert
Expert
Intermediate

Work Experience

Junior Game & UI/UX Designer at Rule Play
December 1, 2025 - April 20, 2026
Created interactive prototypes in Figma to support engineering handoff and designed intuitive cross-platform user flows optimized for web and mobile. Led accessibility efforts by implementing WCAG standards to improve usability and inclusivity across interfaces.
Associate Game Designer at Aria Spark
May 1, 2025 - Present
Worked on multiple product lines, shipping VR applications in collaboration with Meta and developing software solutions for education and B2B markets. Created UI assets and implemented in-engine UI/UX features, along with supporting documentation for team alignment. Built prototypes quickly using an age-appropriate/agent-assisted workflow to improve efficiency and output while collaborating across disciplines.
Game Design Intern at Foundry Six
February 1, 2025 - May 1, 2025
Managed balance changes across 10 levels, 12 enemy types, and 9 player upgrades. Analyzed player data to identify and fix friction points, improving engagement and gameplay feel. Produced design documentation to ensure alignment across the team and support consistent implementation.
Freelance Game Designer
September 1, 2024 - July 1, 2025
Designed and built an Unreal Editor for Fortnite (UEFN) map (Dino Tycoon) and achieved 1000 CCU gain during July 2025. Published 'Where Are the Grackles', a pattern recognition puzzle game, and managed multiple simultaneous projects with careful attention to each deliverable.
Game Designer at Rocky Media
June 1, 2024 - July 1, 2024
Owned full level creation from floor plan through final set dressing, including creating wireframes and flowchart documentation in Figma for player progression. Published a map with a team of three, reaching a peak of 1000 CCU at 10,000 players.
Level Designer at Light Reforge / Control Freak Studio
October 1, 2023 - April 1, 2024
Owned level design work across multiple levels, creating 7 cinematics and 2 gameplay mechanics. Coordinated with a team of 15 people over 7 months to publish the game to Steam, with leadership on game mechanics, camera positioning, and enemy encounter design.

Education

B.A. in Digital Media (Game Design) at University of Central Florida
January 1, 2024 - January 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Education, Media & Entertainment, Software & Internet