About Our Studio
Here at Arborium Studios, we encourage our team members to work hard to play hard. We are a culture that thrives off creativity and problem solving. Our specialty? Beautiful video games.
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Our team brings unique backgrounds to Salt Lake City, Utah as well as to our interactive media. Our canopy of talent is rich with experience and diversity. We’d love to build something together. Get in touch with us to learn more about our projects.
Meet the Team
Nate Merrill - Team Lead
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Supported both engineers and artists to make sure we delivered a great product.
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Artists
Indianna Price - Art Lead
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Artist and designer, was left in charge of style and look. Last seen making bad puns at 5 am.
Kalvan Sears - UI Art Lead
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Artist with a focus on UI but also paints. Likes figuring out how things work to develop new ideas.
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Emily Allred - Artist
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Concept artist, character designer, occasional animator. Weird creatures are my jam.
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Angel Arvizu Cruz - Artist
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UI Artist with a passion for 2D and experience with 3D, wanting to bring characters and concepts to life via video games and other media.
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Julie Derhak - Artist
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Concept artist with a passion for telling stories and creating memorable experiences in video games.
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Arial Park - Artist
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I’m a character and environmental artist. I’ve been creating concept art and characters for the past fifteen years and specialize in fantasy.
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Jake Streng - Artist
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Just a guy with an enthusiastic passion for games! Talents with graphic design, animation, and video editing.
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April Martin - Engineering Lead
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I’m a generalist game engineer who delights in turning a creative team's ideas into reality.
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Luke Alexander - Engineer
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Gameplay Programmer passionate about learning and refining learnt techniques.
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Kevin Le - Engineer
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Gameplay programmer, level designer. 1v1 me at Mario Kart irl.
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Sergio Rodriguez-Orellana -Engineer
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Passionate software engineer who loves learning and working with others to develop solutions :)
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Paul Gentile - Technical Artist
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Technical artist that focuses on textures shaders and ui.
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