I'm Aidan Gorey — a game designer, musician, and lifelong gamer from rural Georgia. I grew up jamming in rock bands, painting between gigs, and grinding through every action RPG I could find. I’ve always chased creative outlets, but games were the one obsession that stuck.

My entry point into games was early — sneaking in time on my sister’s Game Boy to play Zelda: Oracle of Seasons — but my path into game development came through years of working in entertainment. Before joining the industry, I toured as a musician, worked on short films, and built a foundation in visual storytelling and production. That experience taught me the power of timing, composition, and mood — skills I now bring into digital spaces to create gameplay moments that feel authored but never rigid.

I currently design camera systems, broadcast logic, and UI presentation tools at EA Tiburon. I’ve contributed to three shipped titles — two as a Quest & Systems Designer and my most recent as a Presentation Designer. My focus is crafting gameplay moments that feel intentional without feeling scripted: cinematic framing, adaptive UI, and pacing that responds to the player, not the other way around.

Working in games has been everything I hoped for. I’ve developed a deep respect for every discipline involved in making something great, and I’m constantly pushing to level up my skills — whether it’s through design, tech, or just staying curious.

Published Games

  • Madden '26

    Presentation Systems Designer
    EA Tiburon

  • Madden 24 + 25

    Quest System Designer
    EA Tiburon

  • Hermea

    Level Designer & Scripter
    Independent 3D Speedrun Platformer

Levels & Scripting

  • "A Shady Situation"

    3rd Person Quest Design Level set in the ‘Outer Worlds’

  • "From Khaos to Kalm"

    3rd Person RPG Project Inspired by FFVII: Remake

  • Blueprints & Scripting

    Scripts in Unreal Engine

Additional Experience

  • Mass Virtual Interactive

    Technical Level Designer

  • Game Pitches & Design Docs

    Game Designs based on
    demographics, tones, mechanics and audiences

  • A Sinister Song

    Environment Art & Sequencer Work