Designer · Programmer · Researcher · Author

Building the future.
Digging into the past.

I have spent much of my life building things with computers. More recently, I have also been researching, writing, and working with historical collections. This site is part portfolio, part archive, and part workbench.

Illustration of Aric Wilmunder in his Mustang at Skywalker Ranch
Dreamworld, 1997 My Mustang at Skywalker Ranch. Illustration by Rick Finn.

Chronology

Career

A selective timeline of projects, companies, and the stories behind them. Organized by decade, as the original Aric's World site was.

Collections

Archives

The chronology tells the story. The archives are where the drawers open.

01

In development

Lucasfilm Games / LucasArts Archive

Original design documents, technical material, photographs, disks, project notes, and recollections from the development of some of Lucasfilm Games and LucasArts' best-known titles.

Enter the archive →
02

Reference

Game Credits

A more complete record of game work, roles, platforms, ports, systems, localization, and production credits.

View credits →

Research

History & Interpretation

A group of nineteenth-century needlework samplers led to an unexpected second archive: the lives of the girls who made them.

This work now includes historical research, primary-source study, museum interpretation, writing, educational material, and experiments in using new tools to better understand old collections.

Explore historical work →

Current

Workbench

Things being built, tested, researched, or reconsidered. Finished work is welcome here, but finishing is not a requirement.

Research

Historical Collections + AI

Experiments in interpretation, reconstruction, and working with archival material.

Museum Project

Activity & Interpretation Design

Maps, puzzles, illustrations, paper objects, and ways to help young visitors explore history.

Archive

LucasArts Materials

Cataloging surviving development documents and thinking about how they should be presented.

About

A little context

I started writing software when personal computers were still new, spent years developing games and tools, and never really stopped collecting the artifacts that explain how the work happened.

The subjects have changed over time. The curiosity has not.

More about me →