Alice Moh

I'm a Game Developer

Portfolio

  • All
  • Professional
  • Indie
  • Jams & Student
Detected planes and bounding boxes traced over a photo of a room, beside the Unity logo

AR Foundation

Unity Technologies · February 2024 - Present

Unity's cross-platform AR toolkit. I implemented the engine API in C++ on the Samsung Galaxy XR and XReal Aura headsets, and designed new C# APIs for expression tracking, image tracking, and driving realistic shaders from real-world lighting data.

  • C++
  • C#
  • OpenXR
  • AR
OVH banner

OVH

Prismatic Squid · July 2023 - February 2024

A minimalist mobile RTS, built and shipped as a solo developer. I heavily optimized its memory and CPU use to allow it to hold 60 fps on mobile with hundreds of units.

  • Unity
  • C#
Peridot key art

Peridot

Niantic · 2021 - 2023

An AR pet sim with over a million installs and a 4.4 star rating. I worked primarily on the client building core gameplay features and UI.

  • Unity
  • C#
  • Java
  • AR
A sunlit resort city of blue glass towers and yellow terraces above a calm sea

Trouble on Beryl Isle

Gameplay & Level Design · Fall 2017

A sunny Crash Bandicoot inspired platformer. I wrote the AI for the enemies and designed levels and environments.

  • Unity
  • C#
  • Behavioral AI
  • Level Design
Pengu Peril cover art

Pengu Peril

Lead Developer · April 2022

A Ludum Dare 50 entry about keeping a penguin dry on a melting iceberg. I led Unity development. It placed top 1% in category and top 10% overall.

  • Unity
  • C#
Path to Harmony cover art

Path to Harmony

Project Lead · Fall 2018

A narrative turn based tactics game built over six months by a team of 20 that I led. I owned the architecture, the project management, and the art and sound direction. Shown at DreamHack Atlanta.

  • Unity
  • C#
An RV on a road through deep space, with speech bubbles reading "Heck!" and "I want to go home!"

RV VR

Gameplay Programmer · Winter 2019

A Global Game Jam game about a family road trip through the cosmos. I built core systems. The game won honorable mention at GGJ GSU 2019.

  • Unity
  • C#
  • VR
System.Exit cover art

System.Exit

Gameplay Developer · Fall 2017

An RPG in the style of old-school ASCII adventure games. I designed and implemented mechanics, items, enemies and battles.

  • Unity
  • C#

Who am I?

I'm Alice, a game and engine developer currently at Unity. I also make indie games in my free time! I've been making and playing games since elementary school, although over the years I've gotten quite a bit better at both. I love that games let me combine my technical and creative skills!


Cartoon avatar of Alice: long dark hair, a teal top, on a light blue circle

I'm a Game Developer

  • Presently: Unity Technologies - Engine Developer on AR Foundation
  • Formerly: Niantic's Peridot
  • School: Georgia Tech - BS in Computer Science
  • Concentrations: Graphics Programming and Artificial Intelligence

My goal with every game is to make players smile, be it through a charming experience, compelling narrative, or ridiculous antics. That being said, I don't mind if my players cry along the way, as long as they leave thinking about the happy moments too 😊




Alice, artist's rendition

Engine Developer

February 2024 - Present

Unity Technologies — San Francisco, CA

  • Implemented the Unity Engine API in C++ on the Samsung Galaxy XR and XReal Aura headsets, bringing the AR Foundation feature set to two new hardware platforms.
  • Contributed to a launch that secured a multi-year contract extension for more XR devices.
  • Designed a C# API in AR Foundation (100k+ installs) exposing extra lighting data for realistic shaders.
  • Expanding AR Foundation, Unity's AR toolkit, with face tracking, debug visualizers, simulators, real-world light estimation, and AR occlusion.
  • Coordinating with engineers across five hardware sub-teams to produce a consistent user experience.
  • Representing Unity in the Khronos OpenXR working group, participating in cross-vendor standardization discussions for XR runtime APIs.

Founder

July 2023 - February 2024

Prismatic Squid (Game Studio) — San Francisco, CA

  • Founded an independent game studio and built OVH, a mobile RTS since released on iOS and Android.
  • Optimized combat simulation to sustain 60 fps with hundreds of active units on mobile, using spatial hashing, potential field navigation, object pooling, and caching.
  • Architected a flexible compositional unit system based on swappable weapon and targeting components.
  • Recruited and directed a team of contract artists and musicians to produce game assets.

Gameplay Engineer

March 2021 - July 2023

Niantic — San Francisco, CA

  • Shipped Peridot, an AR mobile pet-sim with a 4.4 star rating and over one million installs, working in a small team on the Unity client and Java backend services.
  • Implemented core features like social systems, questing, notifications, activity streaks, telemetry.
  • Generated > 20% DAU improvement via notification features.
  • Sustained client performance on lower-end mobile hardware: compensated for thermal throttling during extended AR sessions and kept UI screens rendering multiple cameras within memory budgets.
  • Constructed internal tooling used daily by animation, audio, and tech art teams to allow rapid iteration.

Contact

Phone:

+1 (404) 908 9930