Here are samples of projects I worked on during my time studying Interactive Media. Each project is labeled with a title, the year I completed it, and a brief descriptor. To read more, hover over (on desktop) or click (on mobile) the
Note: The projects listed here were created for university assessments. Because of this, several projects contain external assets I did not create (such as images and video) that were cited under the "Illustration for Instruction" principle.

"PATHOS," 2024. Final year Interactive Media project exploring interactive tragedy through an Aristotelian lense. The project consists of two parts: an interactive narrative created on the open-source tool Twine, and a written disseration/technical report. "PATHOS" was the most challenging project I created at university, and it is the one I am most proud of.
Twine is an open-source platform for creating interactive and nonlinear stories by linking passages of text to each other. The interactive narrative I created using Twine is an adaptation of the Greek tragedy Oedipus Rex and consists of 77 passages of text and over 22,000 words. The dissertation/report component is split into an extensive research paper and a technical report that documents the design and development process of the Twine narrative.
To play the Twine story I created, click here! To read the accompanying dissertation and technical report, click here.
"FutureNova Dota 2 Invitational," 2023. Third year Esports Content Production live broadcast. For this massive group project, all members of the class took on both a pre-production and live-production role. I acted as a co-producer and co-host of the broadcast. (I'm in the white jacket on the far left!)
As a co-producer, I was responsible for overseeing the completion of pre-production tasks such as the creation of graphic assets, sound design, and development of the virtual studio. I organized weekly meetings and resolved conflicts between my classmates. I also acted as a liaison with the external talent that we brought in to play in our invitational.
As one of two hosts for the broadcast, I worked together with my partner to guide the narrative of the invitational and facilitate conversation with our external casters.
"The King's Meadow Personality Quiz," 2023. Second year Interactive Media Group Project. Working in a team of five, we created a personality quiz presented to the user as an interactive narrative in the setting of an immersive 3D environment. I acted as Lead Writer to develop the personality quiz and interactive narrative.
As Lead Writer, I conducted research on MBTI personality types and floriography, or the Victorian language of flowers, to compose the personality quiz and interactive narrative. When users open the Unity environment, they are presented with passages of text that tell the story of an ancient kingdom and its ruler. Users choose between two options as to how the story will progress, and at the end of the narrative they are presented with a flower that represents the personality traits they exhibited in the choices they made.
Development of the personality quiz and interactive narrative took place on the open-source tool Twine, which allows writers to build interactive and non-linear stories by linking passages of text. The personality quiz has eight possible results and four major variations through the story, each with its own unique plot and conflict inspired by one of the Four Horsemen of the Apocalypse. For example, one plotline centers around famine, and another around war.
"The Eurostar Journey," 2023. User Experience Design project. Tasked with creating an interactive installation for the National Railway Museum in York, I prototyped an immersive experience in Processing that transports users through time and space to tell the story of the Eurostar. To read the technical report for this project, click here.
Inspired by the Hogwarts Express at Harry Potter World, the installation consists of a replicated Eurostar train cabin. Users sit at a table with an interactive map depicting the train route from London to Paris. As the train "moves," the window by the table displays various videos and images.
As part of this class, we were able to visit the National Railway Museum and speak to staff about their concerns over delivering engaging experiences to visitors. After observing the various exhibits currently available, I conducted desk research online by reading visitor feedback and identified common complaints and suggestions. This data provided a foundation for the development of The Eurostar Journey, which seeks to provide an accessible experience that engages and entertains visitors of all ages.