About Me

Aimee Cable

previously credited as Timothy Cable

Some of the hero cards from LotR:ACG.

Systems Designer, Math Teacher, All-around Nerd

Welcome! I'm a Game Designer and Systems Designer with a background that blends technical problem-solving, education, and a genuine love for figuring out how games work under the hood. Alongside game development, I've spent over a decade as a teacher with most of the time teaching mathematics and sciences, and while those might seem like very different careers at first glance, they've shaped the way I approach design in surprisingly similar ways. Whether I'm balancing mechanics, building progression systems, or explaining a complicated concept to a classroom full of students, I enjoy taking complex problems and turning them into something intuitive, engaging, and fun.

Over the last fifteen years I've had the opportunity to live and work internationally with teams of all sizes, collaborating across different cultures, workflows, and development environments. I've contributed to both independent and commercial projects, including the shipped title The Lord of the Rings: Adventure Card Game, where I worked with the legendary The Lord of the Rings intellectual property. Those experiences taught me how important communication, iteration, and adaptability are, especially when working under ambitious timelines or navigating the realities of production.

I earned my Bachelor of Science in Game Design from Full Sail University, graduating as Valedictorian with a 3.72 GPA. More importantly than the numbers, my time there reinforced something I've carried throughout my career: there's always another problem to solve, another system to improve, or opportunity to learn something new. I also had the opportunity to learn from some fantastic instructors whose mentorship helped shape both my understanding of systems design and the enthusiasm I still bring to it today.

My primary passion is systems design. I love digging into mechanics, progression, economies, balancing, gameplay loops, and all of the interconnected pieces that make games feel satisfying to play. Most of my technical design experience has been within Unity, where I've worked closely with programmers, artists, and fellow designers to prototype features, refine gameplay, track down issues, and bridge the gap between intent and implementation. While systems design is where I feel most at home, I've always been happy wearing whatever hat a project needs. Small teams rarely have the luxury of specialists for every task, and I've come to enjoy jumping between disciplines whenever it helps move a project forward.

Beyond design itself, I've also led small teams and mentored colleagues, experiences that pair naturally with my years in education. Teaching has given me a thick skin when it comes to feedback, not because criticism doesn't matter, but because I've learned that the best ideas usually come from collaborative conversations. I'm comfortable giving thoughtful, constructive feedback, just as I value receiving it. My goal has always been the same: make the project better, not prove that I'm right. I will fight tooth and nail for an idea I believe in, but if the team makes a decision, I will stand by that choice just as strongly.

If there's one thread connecting everything I've done, from teaching mathematics to designing games, it's that I genuinely enjoy solving interesting problems alongside passionate people. I believe the best games come from teams that communicate well, iterate often, and never stop asking, "Can we make this just a little bit better?"

Thank you for taking the time to visit my portfolio. I hope you enjoy exploring my work, and I appreciate your time.

Aimee Cable