Explore, click, and play

Playground

Interactive web design, Unity games, and TouchDesigner environments.

Drag to rearrange. Click to explore.
01 / Interactive web

Little Relief

Ten small rooms built around familiar gestures: pop, crumple, wipe, switch, stretch. Sound and tactile visual feedback turn simple actions into playful browser interactions.

A browser study in tactile feedback, visual character, and sensory play.

Interaction & feedback

Each room centers on one oversized object and one familiar action: pop bubble wrap, crumple a sheet, explore material sounds, open ambient windows, smash objects, or wipe a surface. Sound and visual feedback make the action feel immediate.

Design approach

One room. One object. One feeling. A shared structure keeps navigation simple, while color, scale, and typography give each room its own character. Short contextual messages invite exploration instead of prescribing a correct outcome.

Live project / Little ReliefOpen website ↗

Experience the project here, or open it in a new tab.

Interactive web

Can Chaos

An experimental website inspired by MSCHF and Health-Ade kombucha. Visitors rearrange packaging, discover stories about the drink, and explore a deliberately absurd can store.

A browser experiment in persuasion, absurdity, and the behaviors we accept from online stores.

Play with the page

Drag the packaging elements around the screen. As you scroll, the pieces assemble into a can. Hovering reveals story cards drawn from customer discussions; further down, a mock store presents empty, damaged, and unusual cans.

Design approach

I used packaging graphics, exaggerated warnings, and unexpected product listings to turn browsing into play. The shopping cart belongs to the prototype; the site is not a real store.

Can Chaos · Live websiteOpen website ↗

Explore here, or open the website for more room.

02 / Unity

Aether Grove

A glowing energy core within a night-time street. Keyboard input sends color changes, particle bursts, and chromatic effects through a real-time environment.

A study in scene composition, visual response, and hands-on creative technology.

Interaction & feedback

Keyboard input changes the energy core’s color and triggers particle bursts and chromatic effects in a night-time street. The glowing center gives each response a clear focus within the scene.

Design approach

This Unity experiment explores how lighting, environment, and visual feedback work together. The emphasis is on making an input feel present in a space, rather than adding a complex interface around it.

03 / TouchDesigner

Meadow

A keyboard-controlled TouchDesigner environment built around a glowing orb. A familiar scene opens into a different visual state when a wave expands from its center, then returns when the wave is recalled.

Three environments, with two color treatments for the forest. The four loops below show each starting state and its F-triggered transformation.

Interaction & feedback

B switches between forest, dream arcade, and DJ room. C changes the forest’s blue and sunset palette. F expands a wave from the orb, then recalls it; in the DJ room, it also starts and stops music. R resets the scene.

Design approach

The orb creates a consistent point of interaction across different environments. A gradual outward transition makes the change feel spatial: the scene opens from its center instead of switching abruptly. The recordings are muted so visitors can explore the visuals without unexpected sound.

01 · Blue forest
The blue lake opens into flowing cosmic light.
Initial scene → F expand → F return.
02 · Sunset forest
The warmer forest reveals the particle framework.
Initial scene → F expand → F return.
03 · Dream arcade
The same outward wave transforms the arcade environment.
Initial scene → F expand → F return.
04 · DJ room
A wave transforms the room; the live project also triggers music.
Initial scene → F expand → F return.
04 / Unity · Spatial play

Floating Island Dream

A small exploration game set on a floating island. Collect five stars to reveal the rainbow gate. Clouds act as bouncing platforms, and touching a crystal launches the player upward.

An earlier study in world-building, environmental storytelling, and simple game interactions.

A continuous walk through the island. Full presentation ↗

Playing through the island.

The full gameplay recording, from exploration to the rainbow gate.

Watch on Vimeo ↗

From a sketch to a place to wander.

A small house, clouds, stars, trees, a crystal, and a gate form the original world sketch. In Unity, these become a space to explore: collect five stars to reveal the gate, bounce on clouds, and discover the crystal’s upward launch.

Original hand-drawn floating island sketch with clouds, stars, house and gate
The original world sketch.
05 / Figma · Video archive

The Infinite Lobby

A Figma prototype that turns online waiting into a shared digital place. Inspired by livestream waiting rooms, queues, and loading screens, the lobby keeps visitors in an ongoing pre-start state.

View on Vimeo ↗

Interaction & space

Chat, timers, system messages, and interface glitches shape the waiting room. The prototype explores how delayed, unpredictable, or absent responses change a visitor’s expectations.

Design question

What happens when waiting becomes the destination? The project asks how digital interfaces shape anticipation and a sense of control. The video shows a walkthrough of the Figma prototype.