Yoshi-Yoshi from my Oshi!Unity Video Game2025 Yoshi-Yoshi from my Oshi! is an exploration and glimpse of an incel’s mental decline as his issues with overconsumption and his parasocial relationship with a fictional anime girl become ever-consuming and take over his life. This mental decline is shown through a series of five minigames. Minigame one sets up the scene, where he is seen engaging with rage-baiting online comments about Kyuumi. Minigame two shows the incel frantically buying figures of Kyuumi, feeding into his overconsumptive activities. Minigame three starts showing the effects of his decline, where at work, he is hallucinating Kyuumi to be there with him, and his actions directly impact how she feels about him. Minigame four, further demonstrates his obsession with her approval, playing games where he is praised by her. The final minigame is a sound experience, where the incel has lost his mind completely, and is trying to fight back against the hallucinations he is having as a result of his obsession with her. The game ends with a cut scene where the incel takes his life to be with her, but it is portrayed in a way that makes it clear to the viewer that that was the wrong decision. This game was intended to play in an installation space with custom controllers. Each minigame had a corresponding button or motion based controller which aided in the experience.
ArchiveInstallation2024 Archive is installation-based work created from found materials. This work explores the concept of E-Waste and how perfectly capable and working technology is deemed “waste” and “unusable” due to wasteful contemporary practices. This theme is discussed in ”The Light Bulb Conspiracy” (2010), directed by Cosima Dannoritzer, where the practice of designing products to fail and become defective after a short period to encourage overconsumption, leads to planned obsolescence. Consumers are discouraged from fixing their current items, instead being pushed to purchase new ones. This harmful practice is reinforced through irresponsible product design adopted by most tech companies. However, this issue is designed for Western consumers to overlook/be unaware of the consequences of their purchases as the waste is dumped overseas in countries such as Ghana by labeling them as “secondhand goods,” despite the products being unable to be repaired or recycled. Since these consumers do not have to actively interact with and be aware of the consequences, or sheer amount, of their waste, the issue and people impacted by it might as well not exist. With this work, I wanted to take these materials that were deemed unusable and create something new with them, a graveyard of old tech.
BERSERKWebsite Wireframe2023 BERSERK is a custom typeface presented in a website wireframe and created with Adobe XD. Berserk is an experimental display typeface that was designed on a supplied modular grid. The grid is built with triangles of varying sizes, creating flat planes that follow unconventional, staggering lines, giving the font a geometric yet calligraphic nature. Berserk is inspired by retro display fonts as well as 2000s internet culture. It utilizes the visual gesture of brush strokes as a stylistic device, offering an alternative to more pixelated typefaces of the digital age. To complement the typeface’s experimental forms, I wanted the design of the website to reflect that by using bitmapped, overlapping imagery of cats, bold colors, moving animations, and absurd wording.
Celebrating 164 Years at the FairGraphic Design GIF Collection2023 Celebrating 164 Years at the Fair utilizes imagery taken at the Minnesota State fair, bitmapped and colored to take the form as moving posters. The imagery is split into three posters, each with different narratives, but following a visually cohesive pattern with the others in the series.
Epic Horse QuestJavascript Video Game2023 Epic Horse Quest is a video game made with Javascript whose interface is based on the avoidance arcade genre. This project spanned across three assignments for Coding Concepts, and with each rendition, I experimented with replayability and engagement to create an experience through visuals and sound. The conceptual goal for this work was to create an aesthetically consistent, challenging, and humorous video game, achieved through the refinement of visuals, world-building, and improved gameplay through controls. While working on this project, I was motivated to refine Epic Horse Quest into a more polished video game, drawing inspiration from “realistic,” highly pixelated game graphics, and focusing on further developing a humorous narrative through supporting text and unconventional imagery. One work that inspired the gameplay was the Journey of the Prairie King (Stardew Valley Minigame), due to how the minigame progressed, the addition of power ups, and a similar enemy shooting style to one I was trying to achieve. I decided to continue developing Epic Horse Quest because I was interested in exploring game design/development, and I was invested in making my game as developed and enjoyable to play as possible.
Heard & Not SeenGraphic Design2023 Heard & Not Seen is a collection of posters for a sound art event at the Walker Art Center. The posters feature bitmapped imagery from archival sources, manipulated text and imagery with a photocopier, and onomatopoeia from provided sound files.
I Bought You Socks TodayInstallation2023 I Bought You Socks Today is a collection of work from different media, such as graphic design, illustration, painting, etc., in various scales and textures. In the end, the idea is to have a vast body of pieces that describe the event of “I bought you socks today” from two perspectives: the unreliable narrator and a false witness. The narrator is unreliable due to their intentional yet nonmalicious withholding of contextual information from the viewer as a self-defense mechanism, whereas the false witness deliberately lies to weaponize and harm the narrator. The exhibition will explore the conversation and unfolding of events between the two parties, demonstrating how a single narrative (artwork) changes and is intentionally skewed to conform to a desired narrative/outcome. This conversation will be portrayed abstractly, focusing on line quality, gesture, composition, form, and shape to communicate the emotions/feelings surrounding the event. The goal is to communicate these feelings through the process of making, rather than achieving a certain aesthetic in the final product. The collection will be arranged on a wall and is intended to be viewed as individual works and as a cohesive whole.
I Remember YouInstallation2024 I Remember You is a video and sound installation that explores the mundane through an unpredictable lens. This project plays with the mundane of daily life through a home security camera, capturing moments where the participant is not actively aware that they are being recorded. The videos and their respective audios were collected, paired together, and rearranged to construct new narratives and meanings throughout the space.
Tartarus & TribulationsUnity Video Game2024 Tartarus and Tribulations is an exploration based video game created in Unity. It is an environment interaction and exploration-based game set in a dungeon. The project's goal is to navigate through and explore the space and engage in absurd storytelling and interactivity in a 3D environment. I was aesthetically inspired by games like Zelda and Pikmin 4 to develop aspects of the game to make it feel more complete, like the design of the splash screen, and inventory layout. I was motivated to create a fully functional game and learn the coding necessary to create gameplay, like item collection, different scenes, and an inventory.
What am I Supposed to Do?Installation2024 What am I Supposed to Do? is a video and sound installation that explores medical trauma through overlapping videos, imagery hand drawn GIFS, and experimental sound. The contents of the video are abstract and projected onto a moving transparent sheet, where the content is also reflected on the wall behind it.