AaronLemke
Game Designer, AI Developer, Creative Technologist, Musician
Game designer and AI developer. For 14+ years, every time a new technology has emerged, I've been one of the first to turn it into play — VR before consumer headsets existed (Eden River, Oculus Rift DK1, 2013), live interactive concerts before the category had a name (Wave: 50+ shows for Justin Bieber, The Weeknd, and John Legend), and now AI-native games: trained agents as living characters, language models as mechanics, generative pipelines as worlds. I design the experience and build the system — Unity, Unreal, Three.js, Godot, WebGPU, JAX, MuJoCo — and I've spent my career making emerging technology feel understandable, accessible, and alive through play.
Experience
Independent — AI Game Design & R&D
Game Prototypes · Machine Learning · Agentic Workflows · Generative AI · Deep RL · RLHF
- Architect agentic workflows for game production and rapid prototyping: agent orchestration, cross-model coordination, test-driven development, and autonomous iteration loops.
- Apply deep reinforcement learning, policy distillation, agent training, opponent modeling, and reward design — targeting browser-based inference to explore new types of gameplay mechanics through interactions with intelligent in-game agents.
- Run a multi-cloud, agentic ML Ops stack across GCP, VAST, RunPod, Hetzner, and Cloudflare for training and inference.
- Build across Three.js, Unity, Unreal, Godot, WebGPU, and JAX + MuJoCo with cross-platform deployment.
- Explore natural-phenomena simulation through high-powered WebGPU compute shaders running natively in the browser, including artificial life, fractals, Physarum slime molds, and Navier–Stokes fluids.
- Built an RLHF system to fine-tune fluid-sim preset generation.
- Experiment with novel UI/UX patterns for voice-first and AI-native interaction paradigms.
- Run Gemma 4 (2B/4B) on-device — tool calling on iOS, multimodal embeddings and local transcription on Mac, personal agents including Spotify playlist automation — alongside Gemini and GCP A100 training in the cloud.
- Built a GPU-accelerated MCCFR data generator for 6-max No-Limit Hold'em and ran it continuously for multiple days on a 32× A100 RunPod cluster, generating synthetic policy/value data now being distilled into neural-network weights for offline bot play and GTO coaching.
- Organized a team of 10 to ship a Global Game Jam 2026 entry, Threadrunners, in Unity / C# with custom compute shaders driving procedural city generation and procedural rail placement for in-game rollerblading.
- Co-founded Austin Demo Day, a quarterly science-fair-style demo night for Austin creators, builders, artists, and engineers; the first edition drew ~400 attendees over four hours.
Wave — Co-Founder & Chief Creative Officer
Game Design Lead · R&D Prototyping Lead · AI R&D Lead
- Co-founded Wave and grew it over ten years across three platforms — Steam PC VR, browser-based interactive livestreams, and a Quest 3 Unreal Engine platform; $65M+ raised across venture and strategic rounds from investors including Kleiner Perkins, Accel, Maveron, Upfront, Greycroft, Tencent Music, Warner Music Group, Scooter Braun, The Weeknd, Justin Bieber, and J Balvin.