About the Studio

Illustrated portrait of Olive Price

Founder & Creative Director

Olive Price

I am a designer, developer, artist, and creative director with a background in computer science. I work in software, design, illustration, animation, writing, and game development, often bringing several of these disciplines into the same projects.

I founded Inner Worlds to work this way independently and at a larger scale. I design and develop digital experiences, direct original games, and collaborate with artists, writers, developers, musicians, and other specialists to produce work across mediums.

Portrait of Nick Augustine

Unreal Engine Developer

Nick Augustine

I am an Unreal Engine developer and game designer with a background in programming, interactive storytelling, and themed experience design. I work in game development, 3D environments, animation, motion capture, and the technical systems that bring interactive experiences together.

At Inner Worlds, I develop Aberration in Unreal Engine, building scenes, environments, and gameplay while managing the motion capture pipeline from performance through final implementation.

I have been making and publishing games since I was fifteen, and my work continues to be driven by storytelling, experimentation, and immersive experience.

Portrait of Jensen Perehudoff

Illustrator & Visual Developer

Jensen Perehudoff

I am an illustrator and visual development artist with a degree in Illustration from Ringling College of Art and Design. I take on everything from children's books and visual storytelling to portraits and all kinds of commissions.

At Inner Worlds, I create original art and illustrations for the studio's projects.

Portrait of Shelby Hagemann

Writer & Researcher

Shelby Hagemann

I am a writer and researcher with a background in computer science, human-computer interaction, and participatory design, and I am currently working toward my PhD. My work examines how people interact with technology, with particular interests in play, community, and the social systems that develop around the things we build.

At Inner Worlds, I write narrative and branching dialogue for Aberration, develop characters and storylines, and work closely with the creative and technical teams to translate narrative decisions into the game itself.

My work is driven by an interest in people: how they make decisions, relate to one another, and experience the systems and worlds designed around them.