HOLD-ME CONTROLLER
Fabricated Object.
Developed in DESMA 152 - Tangible Media.
Using the Hold-Me for gameplay is an intimate experience. In order to properly access its buttons, users have to cradle
its soft silicone body in their hands, caressing its cold, gelatinous thumbs with their own. The wires threaded
through the Hold-Me's casted body are soldered to four buttons: two embedded in each thumb, one sticking out
of the index finger like an antenna, and one hidden coyly between its overlapping pinkies. When pressed, the buttons send inputs
into an arduino chip that converts them into keyboard inputs, allowing users to play a variety of games (or type four-letter words, I suppose).
The Hold-Me sits in the grey between object and person. It's an extreme experiment in mimicking the intimacy of physical contact through
a flawed surrogate, making some who engage with it feel accompanied and others hyperaware of their intimate contact's lack of reciprocity.
Built with wires, buttons, and silicone through casting and soldering with - literally and figuratively - my own hands.
UCLA Radio Work
Graphic Design - Posters and Playlist Covers
Built with Adobe Illustrator and Photoshop.
ALAN WALKER - FADED - 10TH ANNIVERSARY
Background Design - 3D Modeling.
Built with Blender.
FOUNDSOUND
UI/UX Design - App Prototype.
Developed in DESMA 141 - Web Design and User Interface and Experience.
Inspired by my love of industrial music and interesting audio samples, FoundSound is an app concept I developed where users are
able to quickly record, catalogue, and share soundbites they found with other users. The app was imagined as a collaborative library
of sounds where users could download, upload, and remix sounds for various creative projects or for amusement.
Built with Adobe Illustrator, Photoshop, Premiere Pro, and Figma.
Water
Animation.
Developed in DESMA 24 - Motion.
Built with Adobe Photoshop and Blender.
EXCESS
3D Modeling.
Developed in DESMA 131 - Three Dimensional Modeling and Motion.
Excess is a 3D worldbuilding project that envisions consumer culture reaching a satirical zenith. This project was inspired by the unspoken toxicities
underscoring certain minimalisms and the growing (but historically subversive) notion that having less is a fashionable indictor of wealth. Corporate marketing and the rise
of the new 'knickknack industry' has deluded a poorly-compensated working class into equating happiness with the accumulation of
pointless trinkets rather than the attainment of rights. Hoarder culture becomes the prevailing way of life and the streets become
coated with a film of meaningless junk as the average home struggles to contain ever-expanding collections of gimmicky objects.
As hoarding becomes the norm, new industries form to relieve people of their excess. Private companies build disposal chutes,
where customers can pay obnoxious fees to relieve themselves of their trash and reassign the burden of clutter to the oceans their
trinkets are displaced to. As living a life without a surplus of junk becomes increasingly costly, 'minimalism' and 'clean living'
attain unimaginable new heights as indicators of class and glamour. It becomes idealistic to live in spaces almost appallingly barren,
bubbles completely sealed away from the inescapable maximalism that becomes synonymous with poverty.
3D modeled and rendered using Blender.
Lamp
Fabricated Object.
Developed in DESMA 22 - Form.
A lamp design with atypical legs.
Built with woodworking, lasercutting, and 3D printing.
Ring
3D Model / Fabricated Object.
MICROCONDO
Video Game
Developed in DESMA 155 - Interactive Animation.
You're a microbial worker in a body that has just died. Your duty is to go from organ to organ and evict all the disgruntled
residents. WASD to move.
Built with Clip Studio Paint and Unity.