AJ Rivas

Aspiring game maker with experience in game art and design from Los Angeles, CaliforniaArt and Design: Games and Playable Media student attending University of California - Santa Cruz[email protected] 📧
(323)697-0514 📱

Gala Mechanica

Shork Tank

Woeful Workaholic

No Car, No Problem!

Wizard Wobble

She'll Come Back

Gala Mechanica

Description of Work:
As the producer and lead artist on our team, I kept us organized and on track. I set up and managed our Trello board and Discord server, which helped everyone stay on top of their tasks. To make the workload manageable, I broke our timeline into two 'sprints' so we could focus on specific goals each week. I encouraged open, constructive feedback among the artists to keep everyone motivated and aligned. I also took the lead on designing and animating the main character, creating keyframes, and setting clear guidelines for a cohesive style. With such a big team, I made sure everyone had something meaningful to work on and felt engaged in the project.
Artistic Statement:
In designing the main character for our game, I aimed to create a 'hero' figure—powerful and distinct, yet without an ominous or villainous vibe. Inspired by classic mecha series like Gundam and Evangelion, I wanted the character to evoke the traditional strength and resilience of Japanese mecha without feeling threatening. The game’s lead, Bryant, envisioned a Japanese-inspired mecha fighting game with a pixel art style, so I used Aseprite to bring this vision to life. Pixel art allowed me to blend intricate design with a nostalgic aesthetic, giving our hero a distinctive, approachable look that fits within the game’s retro-inspired setting.

No Car, No Problem!

Description of Work:
As the game lead, lead artist, UI/UX designer, producer, game designer, animator, and co-sound designer, I oversaw the project's development from concept to completion. I organized tasks using Trello, Discord, and Google Docs, ensuring the team understood priorities and deadlines. I encouraged team members to choose tasks they felt confident tackling while offering support to help them succeed. Since the game was based on my concept, I communicated my vision clearly, maintained a consistent art style, and provided constructive feedback to align the team's work. For sound, I sourced effects, conceptualized the music, and collaborated with my friend, Lucas, to bring it to life, providing feedback to ensure it matched the game's tone.
Artistic Statement:
I am deeply frustrated by the car-centric city planning that dominates the West Coast, often forcing individuals to own a car to access job opportunities. This lack of accessible, reliable public transportation inspired me to create a game that captures the anxiety and panic of commuting under such conditions. The gameplay takes inspiration from Tiny Wings, which balances satisfying mechanics with moments of frustration. However, I wanted to connect these frustrating moments to real-world stresses, such as requesting to stop at the correct bus station. For the art, I drew from WEBFISHING, creating clean, easy-to-read pixel art with neutral, relaxing colors that sharply contrast the game’s fast-paced, high-risk experience. Through this project, I aim to highlight the flaws in urban planning while delivering an engaging and thought-provoking game.

She'll Come Back

Play as a young girl named Agnes who is in search of her mother after a doomsday blizzard. Players explore the icy world and encounter interesting characters along the way.This game is part of a greater concept I have been working on with friends for a very long time. "She'll Come Back" is basically a prototype I worked on to help test out and solidify my vision for the future.

Woeful Workaholic

You're stuck in a time loop of a 9 to 5 office job. Complete mundane tasks before the time is up and the day repeats itself.Although this game is technically an "anti-work" statement, I ended up becoming a workaholic while making it. I made this game with a group for a weekend-long game jam and I learned a lot about communication from the experience.

Shork Tank

Shork Tank is a fast-paced, action-packed game where you play as a rampaging shark, evading bullet attacks from seahorses while devouring enemies to grow into your ultimate size. Created during a week-long game jam hosted by the GDA club, this game features retro-style pixel art and dynamic gameplay. I co-designed the game, created all pixel art and animations, and contributed to sound design, making it an immersive and chaotic underwater adventure.

Wizard Wobble

Play as a wizard who lost his tower keys and attempt the challenging do-it-yourself platformer! Players must place their own platforms and obstacles in order to make it to the top of the tower!This is the first game I ever finished while working with a group. Looking back at this game inspires me because I can tell I have improved my artistic skills at least a little bit since I began. I am excited to get even better!