Ever wondered what the future might bring? 2133 is a Metroidvania platform-shooter which will introduce you to the cyberpunk nation of Hannisout. Within it, the government exploits cybernetic materials to upgrade soldiers for the ensuing war at the cost of citizens in dire need. A group of rebels decide to rise against the government and a civil war starts. During one of the fights, your father gets injured and no parts are available to save him. You decide to face the rebels and find the parts yourself but you will soon find out that every choice has a consequence... Inspired by the success of Metroidvanias like "Hollow Knight" and the moral complexity of games like "Papers, Please" and "Undertale", 2133 will allow you to explore a grounded cyberpunk world, where you will be able to find your path and make your own choices.

A Stray Sheep

A Stray Sheep is a restaurant simulator visual novel. Two girls run a restaurant together before one of them abruptly disappears. By talking and serving food to the customers, you can help the protagonist to gather information on where her partner is and convince her to more back. Choosing the right foods based on preferences and making the right choices along the way will help to find your partner. Each customer has their own story to progress along and learn about while helping to get closer to the overarching plot. The current product is intended to be the first chapter in a larger game. I built the game in processing 3 for use on desktop. The game was inspired by Va11-Ha11a and Touhou Mystia's Izakaya.

Concept Tatto studio website

For out Website Application and Development module we were instructed to create an interactive website that advertised a product or service of our choosing. I chose a tattoo studio as it was an interesting option to create a minimalist and elegant design for.

Designing the Digital Uncanny: a practical and theoretical gamestudy

I created this video game in order to further explore how design in video games could be used to entice feelings of uncanny in a player.

Dodgeball Game

This project is a game that simulates the sport dodgeball. You control of a team of three players. You directly control one player at a time and may swap players with the 1, 2, and 3 keys. To play, use either the WASD keys or the arrow keys and a mouse. Click and hold to pick up a ball and aim, and release at your target to eliminate opposing players! The first team to eliminate all of their opponents wins! You may save your teammates by throwing the ball to them while they are out. If you are holding a ball when hit by a ball from the opposing team, the ball from the opposing team has been blocked. This project was developed for the 1st year Computational Thinking module. It was programmed in Processing 3.

Dream Game

This project is a game about dreams. In it, you use a sound machine to select a sound to sleep to, and enter the corresponding dream. You may adjust the volume and brightness here as well. Currently the only playable dream is DIVE, a dream that takes place deep underwater. Explore the depths and see what you can find! There are no set objectives in this game; rather, it was designed to be experiential, creating a dream-like feeling for the player. The DIVE dream in particular is meant to be simultaneously relaxing and unnerving: you are quite literally out of your depth. This project was developed for the 1st year Developing Interactive Media module. It was created in Unity.

Embolden an AR based motivational application to help fuel inspiration

it's a prototype of an app that is designed to help boost motivation by providing inspiration within any environment that your currently in. before entering the augmented reality stage you pick an emoji that best describes the current mood your in and you get suggestive action(ways to improve your mood) based around that. There is a chance to collect daily pin stamps to help more you closer to earning an reward but you must upload a photo first as prove of completion, which can then be checked off thus earning you a pin stamp.


Empathy is a Hidden Object mental health game targeted towards university students, mainly to provide advice on mental health and well-being, so that students can get a reasonable and effective relaxation of body and mind and relieve their inner stress.

Escape The Office

A virtual reality escape room which uses researched movement techniques often used to mitigate motion sickness in VR games.

Eyes Of The Wilderness

VR project where users explore a fantasy forest. Relaxing locomotive experience, day and night cycle.

Football Game 8000

This is a very basic arcade-style football game I created in Processing for my first Computational Thinking Assessment. It is far less complex than my 2nd Computation Thinking assessment, and I was pretty hesitant about submit it, but I find it to be fun and pretty charming, so I decided to in the end.


The project is a multiplayer (2 players) game in which two sides, hacker and police, work against each other. As usual, the goal of hacker is to evade police, whereas police has to catch the hacker. The game tries to portray Darknet as accurately as possible showing real police tactics on tackling the hidden internet by forcing players to adapt those real life mechanisms as part of gameplay mechanics. The project was developed as part of final year person project. Project was developed entirely in Unity and uses Unity Relay to provide real multiplayer experience.


Speculative Design Project about bathrooms. Project features a fictional world where this technology exits, tiptoes, reddit posts, fake news articles suspend the user in the reality of the world.

Heat of the Moment

Heat of the Moment is an intense, fast-paced game where you must make quick decisions to escape a burning house. As you pass through scenes, you will find items that open up new options and encounter characters like the arsonist and the assassin. Each run will result in one of 21 possible endings. The game is highly replayable and I encourage replaying it many times to see how many different endings you can get. It also features a cross-game storyline with time travel, elementals, and an alternate dimension. This storyline unlocks new items, characters, scenes, and endings; most notably, the True Ending. This project was developed over the course of three months in Processing. Scenes were rendered in Blender, pixel art was made in Aseprite, and sound effects were made in Logic Pro, mostly with the Massive synthesizer. It was primarily inspired by dungeon crawlers and the game Ape Out.

Hoop Sports

Hoop Sports is a physics-based team sports game played by bumping players or the ball. The user controls a single player, but can swap to another player on their team by clicking them. Players move in short jumps of speed, which the user does by clicking the location they wish to jump toward. This game features three gamemodes: football, bumpers, and dodgeball, each played with anywhere from two to 256 players. Computer players will act differently depending on the gamemode, switching their focus from the ball to other players to the goals. For this project, I created per-pixel collision physics from scratch. I also wrote AI code for computer players with behaviors such as protecting goals, chasing players, and getting the ball out of corners. I made pixel art in Aseprite and sound effects and music in Logic Pro, mostly with the Massive synthesizer.

How do personality traits affect the playstyle of Dungeons and Dragons players?

For this study, I investigate the question, "How do personality traits affect the playstyle of Dungeons and Dragons players?" Dungeons and Dragons (D&D) is a cooperative roleplaying game in which players accomplish an overarching story arc. With so many D&D players flooding the online space, it can become difficult to find other players that match the group dynamic and goals. Using the 50-item Big 5 personality trait questionnaire, as well as scenario-based questionnaire design methodology, this paper investigates the relationship between personality traits and two of the most common playstyles in D&D: assertiveness, and optimisation versus roleplay. Though no significant effect was found, the data highlights some common traits D&D players have.


A design project which created an interactive prototype of a project which aimed to encourage more women to participate in esports. Research was conducted at the start of the project, followed by primary data collection through questionnaires and interviews with women working in the esports industry. Following this, three iterations of the platform were created aiming to meet the design requirements of the user. User testing and remote evaluation occurred after the second iteration was made, which assisted in creating the third using additional needs from the user.

Jumanji: An Interactive Story

This Computational Thinking project is an interactive story based on the 2017 film: 'Jumanji: Welcome to the Jungle'. Created using Java Processing, it allows the user to choose to play as one of the four main characters and takes you through conversations, a riddle and a mini game. There are different paths to travel through along with an important decision to make. It is important to note how you converse with the guide, as it could cost you later on in the story. I developed this project to be fun, surprising and of course: interactive. It is not your typical story, as you get to experience it through a character of your choice.

Koko Baking App

My project is a baking app that allows people to explore baking recipes, enhance their baking skills and creativity. This baking app provides a relaxing/calming experience and/or inspiration and motivation, this is communicated through the warm and neutral colour palette and elegant typography. It’s features include: a discover page, instructions for recipes both in a video and written format, option to play relaxing music, augmented reality feature to virtually decorate baked goods, favourites, a timer and a shopping list.

Little Green Friend

Little Green Friend is a project that aims to introduce ecological issues surrounding people throughout their daily lives whilst providing the skills needed to the user. This project is focused on educating children of preschool age, which includes kids of age 3 to 6. The setting of this application implies an eco-friendly approach, and the tasks provide the intended skill development for specific age groups. Little Green Friend was developed as a prototype for a tablet application, which was created using Adobe XD and other Adobe suite programs. The software allowed the production of custom and well-suited graphics and assets. This helped replicate the experience a user would get if the project were a fully developed application. The final version of the prototype was more heavily based on children aged 6.

NRM Exhibit

This project aims to create an accessible way to visualize the history and features of the NRM Dynamometer carriage, along with a myriad of ways to present information on a historical exhibit.


Operation U is a third-person shooter with platformer elements created in Unity. In this short demo, you are able to test out various weapons on the enemies and engage yourself in an exciting boss fight. Due to my enthusiasm in platformers and shooter games, I am always interested in creating a third person shooter with platformer elements that players could engage themselves in the battles and jumping challenges. As this is my first fully 3D game, I also decided to create and animate all models by myself while adding various elements to the game, including custom shaders and cutscenes. There are currently many third person shooter and platformer games but not many have both elements. The game - Ratchet & Clank provided me with great inspirations as it has a gameplay that contains both genres while having a lot of interesting elements. It also has an appealing cartoonish style and includes various weapons, which facilitates the freedom of the game; I was greatly inspired by this game when I decided to create this project and I have included different attacks options to create a more fruitful experience.

Out of this Planet

Out of this planet is an adventure game created to teach children ages 6-11 about earth and space, using information from the governments national curriculum. The player crash lands on an alien planet and must try to get back home. Along their journey of obstacles and tasks, players learn facts and information about Earth and Space. Players must collect resources, traverse obstacles and complete mini games to reach a spaceship that will take them home. This project was created using Unity 3D. The use of interactive teaching methods are widespread practice in primary schools, as the positive effects of them have been recognised by teachers and parents. Despite this, the use of actual games in classrooms still receives mixed opinions. This project aims to create a game that can be used to teach children about a specific topic, using intrinsic motivation to encourage further learning outside of classrooms.


In the game, you play as a doctor character and you have free roam of the hospital building. There are three minigames in different rooms, some rooms don’t contain any minigames and just have furniture, letting the players search for the rooms where the minigames are located by exploring different areas. Players can enter different rooms and if they find a room with a minigame, an option to play the game will appear; the user will then be taken to a new scene to play the minigame after selecting the difficulty. NPC characters are also located around the hospital and when the player character approaches them, different dialogues will appear on top of the NPC. Players can also customize their own characters by changing the animal type, eyes and accessories. The three minigames for our game are: Get That Doughnut Out, Defeat The Tooth Bacteria! and Brain Game. They all have different gameplay mechanics and styles!


While providing a functional, immersive and enjoyable 3D simulation experience, I hope to use abstract design style and original poetry to express some of the feelings of depression in a subtle, gentle and fun way. By experiencing six chapters of Lily's story, players will be immersed in Lily's inner world and thus be able to gain a clearer understanding of these psychological activities and situations of people suffering from depression. Ultimately, more and more people will be able to have a correct and healthy attitude and perception of people with depression, to understand, care and support them.

Planet. A

Planet.A is a mobile app which calculates your carbon footprint through questions that you answer and through apps already on your phone, then gives you weekly improvements to make in order to reduce both your footprint and negative impact on the environment. It is designed to be fun as you receive rewards for your efforts and can compete against your friends. As my submission for our Developing Interactive Media project, the idea arose from my passion for saving the planet and drive for sustainability. With a weekly, monthly and yearly Round-Up, Savings section and Recycling Scanner, Planet.A focuses on the impacts humans have. The topics it focuses on include: food, transport and phone radiation signals. The entire experience has been developed to be a positive way to improve the your impact on Earth and your lifestyle. As they say: 'there is no planet B', so this is Planet. A.


This is a small game I made in Unity for my Developing Interactive Media assessment. It features an interactive spell system which allows players to craft their own spells through drawing certain symbols and combining them in varied and interesting ways. I didn't manage to get the exporting function to work on Unity so currently I just have the video available for this one, not the actual game itself.


This project was developed on Adobe XD, and it is the prototype for a mobile app called 'ReciMeal' that's key purpose is to make busy or working people's lives easier and simpler by creating a personalised dinner recipe for the user each day, dependent on the data that you can input through 5 option sliders with categories such as 'hunger level' and 'tiredness'. As well to this, the recipes are all entirely created by the ingredients that the user already has in their own kitchen, with a built-in AR scanner that can scan in each of the user's ingredients along with their use-by date and quantity, so you can keep track of what food you already have, and don't need to go out and buy anything before using the app. This app would be great for people who are too busy to go out and buy different ingredients or don't have the time and money to be trying out new recipes online or subscribe to meal plans, or for people with disabilities and dietary restrictions which may impact their food preferences, yet still want to try out new meals.


This project is an interactive story, titled "Reunion". You enter a bar and run into a someone from your past. They greet you enthusiastically, but you can't quite place their name! Engage in awkward conversation to discover their name! To start, you must enter a name of up to 9 characters. Navigate the story by clicking the dialogue options. Alternatively, you may use the up and down arrow keys or W and S keys and enter to navigate. All assets -- music, portraits, backgrounds and animations -- were created for this project by me. This project was developed for the 1st year Computational Thinking module. It was programmed in Processing 3.

Romance Routine

Many people struggle with the problem of motivating themselves to do important tasks, whether they are for self-care or for work, or even for hobbies. To help with this problem, I created a prototype for an app that ‘gamifies’ these tasks called Romance Routine. The app works by having two main sections; a checklist section and a romance visual novel section. In the checklist section, the player sets themselves tasks and checks them off when completed to earn coins. These coins can then be used in the shop to buy items to use in the other section, the romance visual novel section. In this part of the game the player can romance the cast of characters and advance the story, and can use the items bought to unlock bonus scenes or to give to the characters as gifts.


Sandboard is a VR sand surfing and grappling game. This game has an emphasis on playability in a small, limited mobility space while still giving the player a sense of speed and maneuverability. With a board at their feet and two grapple hands at their disposal, players zip down sandy slopes, jump off planks, rocks, and boosts, and use their grapples to propel themselves forward and upward. The goal of the game is to complete levels as fast as possible. This project was developed over the course of four months in Unreal Engine 4 with an Oculus Quest 2 headset. I made 3D assets in Blender, textures in Gimp, and sound effects and music in Logic Pro, mostly with the Massive synthesizer. Sandboard draws inspiration from sand surfing in games like The Legend of Zelda: Breath of the Wild and Journey as well as grappling in VR games such as Swarm and Spider-Man: Far From Home Virtual Reality.


Subaquatic is an Augmented Reality experience, developed to raise awareness of one of the most dangerous impacts of climate change, the rise of sea level.

SunK sunscreen pretends to be eco-friendly

This project is a Critical Design work, that describes an imaginative brand. Sun K Cream is a company that developed a new and extremely effective cream. The company became wildly popular within months from its launch and has had huge success globally. Sun K developed a daily, sun protection moisturizer suitable for all skin types, skin tones and underneath makeup. Using botanical ingredients, the Sun K range is eco-friendly and provides different levels of SPF protection as well as moisturizer. The products including bottles, jars, are made of glass, whilst packaging is made of recyclable cardboard. Sun K provides a refill service in store and online to accommodate customers. To contribute to improving the planet, Sun K donates 2% of each sale to the “Biorock” organization to restore the corals across the globe. However, due to the Alanine ingredient were accused of greenwashing. Although the Alanine ingredient can be found in common products such as dairy products, meat, nuts, its covert extraction from endangered corals, and destruction of underwater ecosystems, questions Sun Ks reputation and morals. From this discovery, various reactions form society arose. The reactions differed gradually. Cancel culture campaigns on different social media platforms were increasing in numbers, but those numbers never resembled nor exceeded the numbers of customers who stayed loyal. This critical design serves to demonstrate how large-scale greenwashing campaigns do not change social accepted behaviors of the public.

Tales from Noveria

For my final year project, I created a narrative-based card game, "Tales from Noveria" with two versions: one where you play as an avatar and one as a character. The purpose of this project was to explore player agency and the extent to which players empathise and identify with playable characters. Avatars are named characters with predetermined personalities, backstories and goals, while characters are player-created, meaning that players can choose their personality, backstory and goals. Through this project, I learnt that avatars require more empathy as players have to put themselves in another person's shoes, while characters explore identity, as players often create alternate versions of themselves. On top of this, I learnt how important the player is in empathising and identifying with playable characters, ultimately proving that agency is not the only factor that affects it.

Tate Modern: Media Networks

This is a page-based museum which is based on Tate Modern one of the exhibits which I have seen in person.

The Path

This project is an interactive narrative experience based off the book Writings from the Zen Masters, developed for my 2nd Computational Thinking Assessment using Processing. The aim of this project is to provide users an experience of the themes addressed within Writings from the Zen Masters, hopefully giving them a bit of a better understanding of Zen Buddhism through the excerpts from that book, while also ideally providing them with a fun gameplay experience.


THE SKETCHBOOK” is a 2D pixel art game created in JavaScript that features a real-time based combat system themed around “The enemy’s attack is your attack”, and you are able to reflect the enemies' attack and use various skills. This game’s story revolves around the two main characters - Noah and Sam, and you will be controlling them to defeat enemies with your magical weapons. This game also features a save system, as well as a simple UI.

To fic or not to fic: The motivations behind writing fanfiction and the ways in which they integrate with wider fan culture.

Fanfiction, as modern audiences define it, has been around since 1967 and the publication of Star Trek fanzine Spockanalia. Since then, the growth of the internet and digital culture has enabled the growth of fanfiction to culminate into archives where fanfiction authors have the ability to publish their work freely. Yet the impact that writing and creating fanfiction has over fan behaviours has yet to be analysed. This dissertation asks what the motivations behind writing fanfiction entail for fan culture. Through the process of analysing case studies, researching fan experiences, and an interview with fanfiction podcast co-host Allie LeFevre enabled the researcher to determine their final argument: that while some fanfiction practices need to moderated, there are still numerous benefits that writing fanfiction can have over wider fan culture.

Veggie saver

Veggie Saver is an application to help students with vegetarian and vegan recipes that are cheap and easy for students to create. Students can also budget within this application and give feedback.


A Mystery Wonderland

This project is a 3d Unity game based around a few books, such as Alice in Wonderland and The Wizard of Oz. The project can be considered as a demo version of a full experience. The main goal is to reach the castle that is situated on the other side of the river. In order to do it the player has to follow a yellow road, that has signs to guide the user and complete the maze. Then the user will face a closed bridge, that opens after completing the task - colouring of all the roses in the garden. This game is suitable for average quest enjoyers, who do not seek fast pace gameplay. There are no time limits, action fights or loud and sharp sounds. Player cannot die and does not need any resources for completing the game, therefore, any pressure or responsibility is off from the user and this project can be considered relaxing and peaceful. This game is perfect after a hard day at school or work, as puzzles are really easy and do not require a lot of thinking.

A narrative-based anti-racism serious game

Racial discrimination is an intractable social issue in the world, and it is extremely difficult to completely eradicate it (United Nations 2015). With the emergence of COVID-19, the number of Asians suffering racial discrimination in Europe and America has increased significantly (Yang, Tsai and Pan 2020). Social media is flooded with all kinds of racist posts and each post has many followers. From verbal abuse to physical conflict and even assault, incidents of racial discrimination against Asians occur daily. Subjectively, as an Asian, I can deeply feel the unfairness brought about by racial discrimination. Therefore, I independently designed and produced a narrative-based serious game against racial discrimination. As seen from the point of view of an Asian student, the game reveals how he was treated differently before and after COVID-19 outbreak. By using captivating graphics and engaging background music, the game immerses the player in a world before COVID-19; however, things are going to take a toll. By highlighting the main difference between the before and after scenarios, the scenario presents the depth of the psychological trauma caused by racial discrimination. The situation calls for more awareness of racial discrimination against Asians during COVID-19. Although my power is limited, I would like to contribute my strength to the fight against racial discrimination.


anycoder is an interactive website which aims to help prepare university students from non-computer science backgrounds for careers in the technology sector. The interactive design prototype was created using Figma. anycoder website has three main sections: interview preparation, portfolio advice and the collaborative workshop. Interview preparation section allows the user to practice both technical and general interview questions by recording themselves, reflecting on their answer and reading the advice/solution. The portfolio advice section is divided into portfolio website advice and programming portfolio advice. Portfolio website advice includes website builder comparisons, useful tips and other portfolio examples for inspiration. The programming portfolio advice section introduces the user to Git, compares different kinds of Git available, provides advice and help to set up their first repository. The last main section is the collaborative workshop, where users are invited to participate in the hackathon-style competition by working on a project as a team and learning a new programming concept each week.

Bog Roll Business Builder

Topic: Part of my MSc by Research in Interactive Media thesis investigating whether personalisation could be used to make web user interfaces more accessible for the individual Device: Desktop, although should be responsive and usable on all devices Reflection: This survey was designed to allow people to independently design their own e-commerce website, choosing their preferred design options from a set of 9 questions. I created a whimsical, easy to use website that allowed me to conduct research for my MSc thesis during the Covid-19 pandemic. The project works in the browser without the need to design anything and provides an interactive, accessible and engaging experience. The study and its results provided an interesting insight both into the differing needs of people with disabilities when using user interfaces on the web as well as the design and creation of interactive surveys. Implementation for this project took quite a while, as I had to learn Serverless (AWS Lambda) functions, as well as how to build the 'live' design to be accessible to as many people as possible, alongside the questions on the site. 'The Bog Roll Business Builder' provided a solid basis for the rest of my thesis and the insights generated enabled me to create a realistic e-commerce website that had a personalisable user-interface for areas that people had found different designs useful from this study's data. Inspiration: User Inyerface: https://userinyerface.com/ Is this a sandwich?: https://isthisasandwich.netlify.app/

Cooking VR Trainer

A Virtual Reality cooking trainer that teaches the user how to make Pasta Alla Gricia. The stages of the recipe are split into separate stages and ranked out of 5. The video submission features gameplay of the final stage which includes the whole recipe. Instructions: Teleport : Point somewhere with your left hand, move the joystick on the left hand controller up, and release. UI Interact : Point at the UI with your right hand and press the trigger button Grab : Hover your hand near an object and press either the trigger or grip button. Reflection: Certainly rough around the edges and missing some key features, but for the time I had available, I'm very happy with the outcome! I learned a lot about XR development and Unity's action-based input system. However, it became apparent after user testing that the simulator didn't work well as a trainer, it needs much more polish and more features to be able to function as one. Fortunately, it ended up being quite fun, so it might be best to focus on converting it into a game/simulator if I were to work on this in the future. Inspirations: I was inspired to separate each cooking skill into its own skill by the Cooking Mama franchise. This would let the user practice each skill individually if they were struggling with one part in particular. None of the 3D models were made by me but I do have the rights to use them. Taobao: Knife - 拾年设计师素材库 Pancetta - c4dsc.com CGTrader: Cheese Grater - lockemreality Ladle - jonshoesmith Pasta Pot - dekogon Colander - LeartesStudios Unity Asset Store: Modular Kitchen Pack - Jake Sullivan Freesound: Boiling Water Sound - 14FPanska_Nemec_Petr Pan Hitsound - Kane53126 Pan Frying Sound - Bidone

Dungeons Deep

Dungeons Deep is an Augmented Reality (AR) hack-and-slash video game designed to be played on mobile devices such as smartphones or tablets. In Dungeons Deep, players play the role of an adventurer fighting monsters within a dungeon using magical spells or their sword and shield. Dungeons Deep was heavily inspired by Virtual Reality (VR) technologies, with a particular interest on VR controllers and how VR video games utilised them. My overall goal for Dungeons Deep was to replicate and deliver a similar experience of playing a VR based hack-and-slash video game into an AR based video game. Dungeons Deep was developed for the Advanced Interaction Techniques & Technologies module. Dungeons Deep is powered by the Unity game engine in conjunction with the Vuforia AR SDK. Dungeons Deep utilised the Vuforia to provide various AR features and functionality such as the AR camera which can identify, track, and augment digital content over physical image marker targets. Dungeons Deep utilises two separate interaction techniques to perform different actions which include using an AR Tracking Wand or pressing the various buttons on their device’s touch screen. The AR Tracking Wand is a device that the player holds which has paper image marker targets attached onto it. This device allows players to control and manipulate digital content by performing physical actions, it works similar to VR controllers. For example, players can perform a swinging motion to melee attack the virtual monsters with their virtual sword.


EMITIME is a game designed for PCs and uses “time” as the overall theme. You will be able to try out different types of gameplay and mechanics in this story-driven experience. This project is a prototype ( a short playable demo ) of the entire game idea. In an attempt to prevent each other from reaching a formidable fate, the three characters – Benjamin, Aldrich and Albert have to collaborate by making decisions based on the past and future. With a piece of jewel named EMITIME, each of the character who lives in different time gained the ability to communicate with the others, allowing them to share information about the past and future so that history can be changed. As each of the characters has a different role, they are able to assist each other in different ways and to different degrees. Inspired by comics, films and games with similar elements, this game revolves around the theme - "time" and you are able to experience three modes of gameplay (interactive story, exploration and action) when playing it. The three modes all have different art styles (2D, 2.5D & 3D) and main characters from different time; you are able to switch between the three modes at any time, allowing you to travel through time and control the three characters. With a non-linear storytelling experience, you can also experience the impact of your choices and selections freely, seeing how the past or future may change due to your own actions.

Gayer-Anderson Cat prototype for the British Museum website

This project is an interactive prototype for a game that can be embedded in the British Museum website. The game is about the artefact based in the British museum. The purpose of that game is for users to get to know the artefact without actually visiting the physical museum. The chosen artefact was the Gayer-Anderson Cat, the game presents the background of the culture this artefact comes from and the background story of that artefact. User can choose a cat character to explore an ancient pyramid that has different hidden artefacts situated around the stairs. The design is mixed. Main part of the design is minimalistic and computer-based, but some elements are hand-drawn. The inspiration for that came from the Egyptian hieroglyphs, that is the artefacts background culture. All of the colours from the design were picked based around different papyruses and hieroglyphs designs. The game design anticipates immersing the user into the ancient Egypt culture.


Hyperdermic is a first person experience that aims to challenge how users consume violence. It is a narrative led product that symbolises the long term desensitisation caused by media producers to influence users to consume violence. The name is inspired by the "hypodermic needle" theory, however, the main argument of the project is that there is a cycle of violent consumption that dominates the video game industry. It aims to make people aware of this cycle of consumption and develop their media literacy so that they can better understand how and why they consume violence. This was a deliverable as part of a humanities project for the IMIP module.


Meatsmart is a critical design fiction prototype application set in the near future, created for the 3rd year Critical Design module. Meatsmart explores animals, meat products, and how we perceive both by providing a mobile platform to select, rear, and butcher animals raised remotely. The first page displays animals one at a time, accompanied by a photo, a name, and a farmer-written biography to describe them. Once an animal the user likes is found, they can add it to their digital farm. This animal will now be virtually raised through the app, with the user being able to tweak specifics such as vaccines available, feed quality, and even feed frequency. An inspiration for this project is current agricultural feed technology - such as remote solar-powered feeding stations, which can identify individual livestock via identification tags and provide specific quantities of food, as determined by the farmers. The key difference being however, Meatsmart focuses on how an app could allow the consumer to make these decisions instead, charging them through monthly fees which fluctuate with feed quality, vaccines, and feed frequency.

MOOD - Emotional Wellbeing Platform

This Developing Interactive Media project is called MOOD, a mobile-based platform for assessing and fostering human’s emotional well-being. This project is mainly targeted towards millennials and youngsters who are looking to understand and discover their emotional balance, as well as a complementary app which allows clients or children to provide therapists and guardians with emotional updates in an actively-passive manner. This platform includes a Client app and a Companion app. The MOOD app (client app) is purposefully designed for the former demographics mentioned above. The client app serves the most function and can be used as a standalone app, while the MOOD companion app is designed for the latter demographic, therapists and parents/guardians for observing the behaviour of people under their care. Their clients or children will be using the MOOD app as an emotion logging tool. The MOOD app aims to encourage people to log and evaluate past emotions, as a way to achieve emotional regulation. As a side feature but equally important, it contains an Emotional Recognition feature, which helps kids and individuals suffering from Alexithymia, Hyperempathy, or any relevant mental disorder which involves the inability to recognise and understand feelings, to help them understand feelings objectively via their input of descriptions, actions and expressions, whether it’s form themselves or of other people. The MOOD Companion app functions as an emotion observation tool which aims to provide emotional insights to one’s life while preserving the client’s privacy. The Companion app also acts as an early detection tool for destructive mental conditions such as depression and suicidal thoughts for clients in an unstable mental state.


Inspired by the verb ‘to mimic’ (‘mimética’ in Spanish), myMetica is the next step forward in mental health treatment, creating a more accessible and ‘trendy’ option for those who suffer from mental problems. Its main feature, the ‘morning routine’ guides the user through a step-by-step analysis of their current emotional state and allows them to ‘customise themselves’ to become a high-functioning member of society. The user can choose up to 3 emotions with different intensities that will last for 12 hours. These selections are used to create a medication, based on the user input and profile analysis, specific to that day. The interface will then reveal more features for the user to access, allowing them to track their schedule and manage the day ahead. However, myMetica does not create emotions; it only mimics them. These are layered onto the user, so they only feel what they selected on a superficial level to get them through the day. I created this design fiction and drug-dependent version of society to highlight how mental health illnesses take different forms and there is not a single treatment plan.


Pantry is an Android food waste management app developed for the IMIP 3rd year module in Java. Pantry allows users to record owned food through barcode recognition or manual entry, view food waste reduction tips, and browse recipes tailored specifically to what they own.

Perseverance Rover website

This is a group project, where we decided to create an interactive website. The main purpose was to present a topic that has lots of depth and intriguing information from an easier perspective. The main topic of the website is the Perseverance Rover, which landed on Mars in 2020. This website is created for people who do not really know anything specific about space but wanted to learn more about the rover mission. All of the pages have information that would be useful for any generic person that was interested in this topic, but at the same time presented in an interactive and interesting way. We used a mix of custom content with content from NASA website to increase the interest and interactivity of the website. This includes but is not limited to an embedded weather measurement from Mars, which can read celsius and fahrenheit, and an interactive timeline based on Perseverance and its journey. The link to our website: perseverancerover.co.uk

Project Memento Mori: A Slime’s Whisper

A Slime’s Whisper is a Platformer game that looks at how different people view and deal with the concept of death and fate. The game is set in a typical RPG world, except it tells a story from The Monsters point of view. The Story focuses primarily on a nameless slime who goes on an adventure to obtain The Slime’s Whisper an item that will liberate his people from The Demon Lord enslavement. Whilst on his journey he sees how other people have been affected mentally and physically by the Demon's tyrannical rule. The game was developed on Unity and is intended for Desktop use. The game and overall project are inspired by the Persona series in particular Persona 3 (the theme of memento mori) and the Anime/Light novel That Time I Got Reincarnated As a Slime.

Shadow device

The "shadow device" is an interactive device using LED screen, somatosensory monitor and motion capture technology. The audience can control the shadow on the screen. And they can use gestures to control the shadow to draw on the screen.If the object drawn by the audience can move in reality, the painting on the screen can also move. With the change of the number of people on the screen and the scene drawn by the audience through the shadow on the screen, the sound effect will change to a more suitable sound effect. Aim: Let the audience relax and return to childlike innocence(entertainment-based)

The Men-strual Scheme

A design fiction set in 2030 where a mandatory education scheme called the The Men-strual Scheme has been implemented in United Kingdom schools for five years now. The scheme is for 13 year old boys, where they experience a mental and physical simulation of the menstrual cycle using digital technology and medication. Three simulations lasting seven days occur once a month for three months similar to a realistic period cycle. The scheme involves three main parts: A mobile application, muscle stimulator T-shirt to recreate the feeling of period pains, and the Emotion Pills to induce a replication of period emotions. This scheme aims to create societal change by helping boys understand the difficulties that girls endure and resulting in reduced sexism and period stigma, striving for overall equality. I portrayed this design fiction in an education style using an information video, app, software prototypes, posters, illustrations of the T-shirt and pills. I also included graphics of the responses to the fiction including news articles, social media and protest signs, showing the positives and negatives of the fiction. These mediums depicted the fiction in a believable and compelling way. This design fiction was mainly inspired by videos from Buzzfeed (2016) and MTV (2019) where groups of men experience realistic symptoms of periods and results these challenges had on them. The men had a newfound respect for women and the hardships they go through due to periods, inspiring a fiction that would make this lesson a mandatory part of growing up for men. When creating the parts of this fiction I followed a design process of researching into related work, brainstorming ideas, then illustrating these ideas first through low-fidelity storyboarding, sketches and/or wireframes. I then further developed the parts into hi-fidelity videos, illustrations and/or prototypes.


This design fiction is heavily influenced by the existing UCAS system and its website. UCAN (University and College Admissions Network) - future replacement for UCAS, the current UCAS system works as a charity organization, however, UCAN is set in the near future and is owned by a private company Servco. In this design fiction, the top ten universities in the United Kingdom have already been privatised and charge all students the fees of international students. UCAN design fiction allows students to apply for higher education by creating personal packages according to their needs. However, for home students, the availability of various packages and universities depends on their family’s financial background. UCAN has created a Diversity and Inclusion Programme which aims to bridge the gap between the less advantaged and financially privileged students by enrolling less privileged students into a lottery for a chance to win monetary prizes to be used towards the university experience. This project aims to scrutinize the marketisation and monetisation of higher education, by exploring how financial inequality will impact the educational prospects of future students. To respond to these issues, the UCAN service also strongly resembles an online shop with discount codes available in targeted advertisements on social media. To better visualise the placement of this design fiction, the #ucant movement was designed on Twitter where students express their dissatisfaction with the UCAN application system. The prototype was designed and implemented using InVision Studio.


The mobile application prototype I made is called UseMe. UseMe is an online second-hand shopping app only for university of York students. To be able to use the app the user will need to be a current student at the University of York because it is intended to be made for the only University of York’s students and could only be registered by university of York’s email. The application allows the user to find a second home for their unwanted product. The app helps the user earn extra cash from reselling their unwanted products. The reason for making this application is to put unwanted reusable products into use and help with reducing unwanted product waste from the University of York’s community. The aim was to allow the University of York students to reuse the products within the university student community and help build a better university environment.


My app, created for the Developing Interactive Media module, aims to tackle feelings of isolation in lockdown by providing a safer form of escapism then social media. The player plays the mini game by guessing the location of a picture presented to the screen in a few seconds. As they play they ‘unlock’ different locations so they can learn more about them, they can listen to local radio, see examples of things to do there or look at recopies for local dishes they can try to bake from home. Friendly competition is encouraged through leaderboards and the app aims to create friendships online though messaging and chat rooms. Lockdown has been very challenging for many, with countless people feeling trapped in their own homes, Virtual Holiday aims to teach people about different cultures around the world and encourage people to travel when it is safe to!


Visiting is a game I made wherein the player is visiting someone close to them (the exact relationship is kept vague. As you approach the mountain with your friend's house on top, the protagonist's thoughts and insecurities are displayed, as they worry about what could have happened to their friend. Reflecting on this project, it's definitely the favourite piece of work that I've created so far in Interactive Media - I'm genuinely happy with the production quality of the outcome, and was enthusiastic about developing it throughout. The main inspiration for this game was the feeling of finding out something's happened to a loved one; I wanted to try and convey this feeling through an interactive experience, which I feel I at least partially achieved. I also took inspiration from various "walking simulator" games such as Dear Esther, as my experience doesn't incorporate any complicated controls.

Visualise Augmented World

The name of this prototype is “Visualise Augmented world.” The prototype has 4 different game scenes: 1. Dragon, 2. Catch chicken 3. PacMan 4. Watch Cartoon. These game scenes are totally different from each other. Each game has a different world and different setting which will allow the user to different experiences. The purpose of the prototype is to let the users have experience of using Augmented Reality (AR) in 4 different ways. The audience target for my prototype is android users as there are more users using android devices than another operating system such as iOS. That is why I think it is a good platform to reach and introduce my prototype to many users.


This is an app for android users to help them with walking. The intention of making this app to help the user with their walking journey. It has google map to help user to find their current location of the user if they get lost and does not know the current location. Also, the user can use the map to guide themself to the destination they are heading to. There is also a compass is provided there for the user to find east, west, south, and north directions when they are hiking or want to know the name of directions. Also the app has a step counter to help user count their steps.


Adrift Aviator

Adrift Aviator is a 2-D survival combat game based on a helicopter crash in the middle of the wilderness. For the main character to get rescued, they need to build a device to contact the outer world over the course of 7 days (or levels). By mining and collecting materials, the user has to craft a radio device to escape while also defending themselves against enemies in the scene.

Attitude Green

A survey with 75 responses from students at the University of York, revealed that there was confusion of what can and cannot be recycled on campus. In addition, only 10% of responses said that they have visited the university official webpages on recycling on campus. Expert interviews with two key members of the university’s sustainability strategy gave insightful reasoning behind those findings. They believed that there is a sense of apathy towards recycling amongst students, as well as the confusion of what can and cannot be recycled. This research led to the development of Attitude Green- an app and an Interactive Recycling Bank, working together to improve the user experience of recycling on campus. With the development of the app Motivation Green and the Interactive Recycling Bank, gamification acts as a catalyst for increasing the motivation to recycle. The point system and leaderboard, within the app, assists in reducing apathy towards recycling. Moreover, this app helps to reduce the level of contamination in the recycling points on campus by providing an easily accessible platform to look up what can and cannot be recycled. The prototypes were made using Invision and Adobe Illustrator for the app, and Arduino for the Interactive Recycling Bank.

Booking Portal for York Sport Centre and Sport Village

The prototype is designed as a mobile app. It's for student and staff from the University of York and also the public to book sport courts and classes. All the courts and classes on Sport Centre and Sport Village are available for booking. This app also allows the user to edit or cancel the booking on the portal without extra effort.


Catastrophic is a card game of community, conservation and catastrophe, designed to aid the learning and assessment of a module taught in the Biology Department at the University of York. Catastrophic is designed to help players make connections across large spatial and temporal scales in biology. Plant and Animal Trait cards (e.g. thick waxy cuticles and evaporative heat loss) help Species to withstand environmental Conditions that they must face in an onslaught of Events such as global warming, drought and habitat fragmentation. Interaction cards help players to support their community of Species through reproduction (by using the pollination card, or perhaps cross-breeding), protection (e.g. with the Doomsday Vault), collaboration (e.g. reciprocal altruism and obligate mutualism) or stab other players in the back with cheating, brood parasitism, predator ecesis and more. Alongside Pen Holland, Ben Kirman and Kerry Know we created version 2.0 of Catastrophic the Card Game during our time in the Digital Creativity Labs Summer Scholarship Programme. Download the game and learn more on catastrophic.york.ac.uk!

Dungeons & Dragons, Skyrim and Authorship - An Essay

In this essay, I answer the question "discuss the issues surrounding authorship." I look at the relationship between different types of authors (authorship strategies) and medium, and how they affect storyworld and the agency of the players. I use an analogue and digital rpg, Dungeons & Dragons and Skyrim respectively, as a case study.

EDIT Website

This is a responsive website made for the Equality and Diversity in Technology society at the University of York. It's made in Vue and deployed on Netlify. It utilizes Netlify CMS and Netlify forms to create a backend without having to write backend code. Netlify CMS helps society members control all aspects of the website without the developer's help, making for effective project handoff. View the website at https://edit-uofy.netlify.app/

Fight for Bread

Fight for Bread was our submission for the Interactive Media Group Project. Our game is essentially a giant goose water fight set on maps based off of iconic campus locations. The game is won if the player manages to fend off the goose hordes for the entire duration of the three minute round.

Hog Tale

A systemic game that simulates hunting and gathering in a living world. The simulation also drives AI story generation and outputs an account of your play session!


The Mobile App That Turns Your Shared House Into a Shared Home to Simplify Communal Living. This is a design project created as part of the Interactive Media Individual Project module. What initially began as a project that aimed to solve cleaning issues that arise in flatshares, the final product ended up becoming more than just a cleaning app. Through user research, the app digs deeper to help people live in harmony.


Jailbreak is a 2D platform game based around stealth and exploration. The user plays as a prisoner whose aim is to escape and break out of the prison by finding one of the multiple escape routes by collecting the required item for their chosen escape route all whilst trying to avoid being caught by the various Prison Guards, Security Cameras, and Spotlight towers. The game is set in a five-story high prison, and its surrounding grounds. While the game world is relatively small, each area of the prison presents new challenges for the player. The player is encouraged to explore all areas of the prison in order to find one of the multiple escape routes and to find the required items to proceed with the escape routes, as each escape route will require the user to travel to various different areas of the prison. The implementation of multiple escape routes which leads to different endings allows for additional replay value as the user might want to figure out how to escape from each escape route.


It’s a game about the landscape where the player walks around the environment to collect yellow coins and pink balls. The point of collecting different items, allows the user to visualize the surroundings. There are some creatures around the house. The player can ignore them as they only follow the player around. The player can exit the game once the coins and balls are collected.

Lost In Translation - Developing Digital Party Games To Better Accomodate Existing Social Situations

My final year project was to develop a new digital party game, in a similar vein to that of the Jackbox Party Packs, with the exception that it would be much more flexible to fit around the existing social situations it was played in - such as time constraints, interruptibility and differing player ability. The result is this game which is a loose adaptation of the board game Telestrations. Players have to write, draw or use emoji to continue on from or accurately convey prompts set by each other. Their answers then become the new prompts to be translated or continued. This results in a series of chains where prompts almost invariably get lost in translation.The game is designed not to take over all other social interaction happening at a gathering, but instead to work flexibly around it and enhance said interaction. It's also quite fun. Click here for a working prototype.

Murder in Flat B12

This game is a non-chronological experience where the user has to investigate different rooms to solve the murder of a student, Elizabeth. The player has to look for clues in rooms by clicking on objects with the mouse. There are some tools at the user's disposal such as the clue book, which tells the player what clues they have found, the profile book, which gives a brief description of each suspect and the guess clipboard, which lets the user guess who did the murder and what with.

Parcel Rush

Parcel Rush is a 2D top-down brain-training game. It is meant to engage and improve players' focus by demanding concentration in order to be successful. Players have to guide a number of parcels to an increasing number of shipping containers. The parcels have to correctly match the shipping container they enter based on the icons on them.

Please Do (Not) Touch!

“Please Do (Not) Touch” is an interactive photo manipulation single-player game that turns vandalising historic leftovers into an encouraged reality. It aims to provide a scenic abstract that is beyond reality, in a way that the user gets to decide the faith of the scene within. Users will initially be introduced into a museum experience. Within the museum space, their aim is to collect points through smudging and destroying historic paintings, whilst avoiding being caught by the security guards within. The scope of the game surrounds our belief that “Interactivity increases user engagement, and creates a remarkable experience that injects into the user's mind.”

Portfolio Website - Julius Yam

This is an interactive digital portfolio that showcase a range of my personal and contract works.

Puzzle Hunt

A puzzle game that aims to engage and enhance the experience of families visiting the Yorkshire Museum.

Relax VR

Relax VR is a stylized virtual reality experience that aims to relax and destress users through the use of; sound, stunning visuals and touch. Great effort went into creating these environments from scratch. All of the work is self made, using industry-standard tools such as 3dsMax, Substance Painter, and ZBrush. User testing suggested that the environments are fit for purpose and successfully promote relaxation. Not able to test due to the very few people who own a VR headset.


Set in the near future where welfare privatisation has increased, Stamper is a food bank replacement service which allows wealthier members of the population (Stampers) to sponsor people in need of food (Stampees). Stampees must complete an assessment to prove their eligibility and are then supplied with a SmartBand which monitors their health. Through the Stamper app Stampers can use the information provided by SmartBands and the Government, processed by Stamper Algorithms to decide which Stampee(s) they want to sponsor with a weekly food package. This critical design fiction consisted of an app, SmartBand, website and magazine spread which aimed to explore and challenge: the relationship between wearables and surveillance; the current state of UK welfare, its future and societal attitudes towards it and finally, the reductiveness of our data profiles and algorithmic processing of it.

T.A.i - Your substitute teaching assistant

My speculative design fiction artefact created for my Critical Design module. To solve the problem of increasing class sizes and shortages of teaching staff, T.A.i creates a virtual duplicate of your child's teacher based on recorded data both inside and outside of the classroom. This duplicate then replaces the virtual assistant on school provided devices.

Terrarium Tuitions

Terrarium Tuition is a study motivation timer website. It allows users to build up a terrarium by adding plants into the glass container. In order to plant a cactus or succulent the user has to complete a study session of their specified time. The user has to keep the website and timer page active on their laptop and complete the study time or their plant will die and they will not be allowed to plant it in their terrarium, to keep the user focused and stop them from using their device while studying. They can also add tasks to a to do list which allows the user to input a task, cross it off and delete it. I tailored the design of this website to be simple, clear and clean as I have found a common problem when viewing websites on laptop in that they are too complicated and/or have too much content. I illustrated the websites graphics in order to achieve a fun and unique style.

The Coffee Shop

This project has been developed as part of the Web Application Design and Development module. The Coffee Shop website is a minimalistic online coffee website created using JavaScript, HTML and CSS. The video demonstrates the user interacting with the website by adding various items to the shopping cart, registering to the customer loyalty scheme, placing a subscription to the monthly selected coffee delivery, completing a quiz to help them choose a coffee flavour and placing the order.

Tranquility Gardens

A BSc IM final project, Tranquility Gardens was made in order to explore the statement "Building a virtual reality tool to combat general stress using creative techniques". After researching what aspects of creative activities people find de-stressing and relaxing, I put together a VR videogame to see whether the same relaxation response can be found in a person after using those same de-stressing aspects. Examples include: repetitive fine motor motion, emulating playing an instrument and listening to music. This video shows what gameplay looks like and also how the scenery is set up. Explore the gardens at your will and help tidy up by doing de-stressing exercises illustrated by the information boards. A little goes a long way! There might even be a surprise at the end if all activities are completed!

User Experience

A movie that shows a demo of what a VR experience for the York helmet could be. The movie shows how the user could interact in the VR exhibit and also shows the art style that the VR game would use (water colour).

WilderBank Catalogue

This is a critical design piece designed as an intervention asking readers to reflect on the relationship between humans and nature. Set in the near future, this catalogue is designed to raise money for WilderBank a digital conservation charity. It explores themes such as synthetic biology, consumerism and capitalism, techno-solutionism and conservation. It was iteratively designed alongside research with experts, end-users and literature; drawing inspiration from the field of Critical Design. I find that everyone has different stories and reflections about this piece and I'm always interested to know them, so get in contact if you would like to chat! Please take time to pause the video in order to read and understand the piece.

Yorkshire Museum Memories

This is an interactive museum exhibit designed for the Yorkshire Museum, focusing on creating a unique and enjoyable experience for all ages and that anyone from one person to a family can take part in. It also focuses on providing a fun way for visitors to give valuable feedback of their museum experience to the museum. The visitors can record their museum experience using the memory form or can view other visitors memories, using an interactive timeline consisting of a collection the memories. The exhibit creates a sense of community and involvement with the museum, allowing visitors to feel that they have left their mark at the museum and are able to view other visitors memories which they can relate to. By adding their experience to the exhibit it adds it to the museum archives, allowing others to view them and for visitors to come back in the future and reminisce. Yorkshire Museum Memories was created by following the double diamond design process, conducting user research (including surveys and observations) to discover insights and information to develop a prototype from. The design software Sketch was used to create the user interfaces and made interactive using Invision.


A Creative Process

A Creative Process is a short interactive experience meant to showcase how our creative process works in a visual and metaphorical form, and to immerse the user into that process. The user is taken through different interactive stages while a Kinect scans their body and puts them into the experience in real-time. "Taking inspiration by works such as The Treachery of Sanctuary and Love Has No Labels, we wanted to display emotions and real-life processes in a visual form to which everyone can relate."


You have just landed on an unknown planet, with very little oxygen, water, and food supplies remaining. You must find the oxygen tank and the battery to restore the power in the base before your resources run out. "I wanted to create an immersive survival scene that would be a part of a larger experience. Many survival games I have played have been disappointing, with not much or any story behind the situation. My aim was to create a survival puzzle game with an added story element, which a lot of survival games lack."


Antithesis is defined as a person or thing that is the direct opposite of someone or something else. This project is a two-player first person platforming game riffing on this idea in a very literal sense. "Made as our Interactive Media Group Project at the end of second year. Antithesis means "a person or thing that is the direct opposite of someone or something else." The other player is the antithesis of you, amongst other things..."

Beautiful Music For Ugly Children

Game that uses audio to tell a story. You're a radio jockey and you must navigate by talking to people and not getting misgendered. "I wanted to create an interactive story that would show the effects of voice dysphoria in trans, and to get cisgender people to somewhat experience, or feel, how the power of not controlling one’s voice is disparaging."

Breadboard Tech Demo

Breadboard is a tech demo that demonstrates a snapping grid system in a VR environment. Developed for a virtual breadboard project, this demo allows you to put electronics parts into a breadboard, intended to allow you to complete circuits. Still in development "A project originally meant to explore how to create a virtual electronic breadboard as an educational experience and virtual tester for electronics enthusiasts. While the project did not finish in time, it creates a flexible placement system that has a wide application in many situations. It could be used for placement systems similar to real time strategy games, interior decoration experience, or puzzle games. It is flexible enough that you can move the breadboard without the electronics part on it falling off."


Explore a world made entirely out of sweets and chocolate. Navigate your way through the world while avoiding falling candy, treacherous chocolate lakes, and other obstacles along the way in search for the hidden gingerbread house. "This game was created for the Media Production for Interactive Environments module in second year. I was inspired by the lovable Simpsons game that I was obsessed with as a kid and combined this with my love for chocolate."


COOK COOK REVENGE is a cooking simulation game that uses a Leap Motion and a custom-built ‘frying pan’ controller to control the game. The rhythm section simulates the act of cooking the ingredients. Players use their hands to pick up ingredients from the table and drop them in to the pan. "Ever since we were small, we all dreamed of combining the artistic styles of Cooking Mama and Dance Dance Revolution."

Cooking for Uni Students

Cooking for Uni Students is an interactive film experience where users can manipulate recipes depending on their inputs. It is a single-player experience that is a comedic product, inspired by foods that a university student could create themselves. "Cooking for Uni Students is inspired by other cooking shows such as Gordon Ramsey’s “Kitchen Nightmares” and Bon Appetite’s “It’s Alive”, with the technical aspects being inspired by Super Seducer."

Create History

Users are asked to generate stories and illustrations inspired by a Yorkshire Museum artefact on a mobile application, which is then displayed on a large interactive timeline. "Create History was created for the context of the Yorkshire Museum and is the output of a Double Diamond Design process. User research was conducted (questionnaires, interviews, a literature review and expert interview) to gather data which allowed the design challenge to be defined: the prototype should create an information flow between visitors and Yorkshire Museum, include a narrative aspect and increase engagement with traditional artefact and text displays within the museum. After lots of ideation directed by these insights and requirements, a concept was conceived: Create History."

Distract VR

A design project prototype virtual reality system designed to promote relaxation for those suffering from stress or anxiety, whilst taking into account that many users do not relax in the same way. Through user research into how different people relax, the design became based around two categories: meditation and distraction. "This project was formed on the basis that VR has many benefits in the medical world, especially now that simulations are becoming so realistic it is sometimes hard to draw the line between the real world and the VR one. It has often been used to treat phobias through exposure, and I would like to see it used more often in a relaxation sense."


Eidullion is a short, interactive abstract poem about shame and self-acceptance. "Eidullion was inspired by the entries of itch.io's Divination Jam, which ran from April 26th to May 17th. It is inspired by other Bitsy fiction such as the award-winning Novena by Haraiva."

Focal Point Science

An homage to the linear on-rails first person games of over a decade ago. The game starts off as a Portal parody and then becomes its own thing. "Created as my Media Production for Interactive Environments assessment in first term. We were given full creative freedom to create any interactive environment we wanted and have an experience within it lasting around 4 minutes. I made this game as a love letter to games like Portal and The Stanley Parable which contain comedic linear set pieces. I had a lot of fun making it."

Gesture Friend

Gesture Friend is an experimental VR project that uses gestures to give instructions to a virtual character to solve puzzles. "A dissertation project which explores how to use gestures to communicate and interact with virtual characters. The project explores how solving a puzzle with a virtual character and interacting with it using gestures instead of a controller could improve the intimacy and relationship between user and character. It is more of an exploration of what is working and what is not. While it is a complete level, it meant to have multiple levels during which you slowly get to know the character, where he will no longer fear you and start to actively help you."

Get me out of here!

A 2D maze game where the user can freely choose the difficulty of the game and then enter the game. Three difficulty levels share one dynamically generated map and the only victory condition is to be alive and reach the bottom right corner within the specified time. "Creating a simple 2D game is the best way to prove my ability to program and try to improve my understanding of algorithms."

Go Rush

Based on the popular board game GO, GO Rush is a 2-player competitive computer game where your goal is to trap your opponent strategically by placing stones on the board. Unlike traditional GO, it is not turn based, so you're racing your opponent for a strategical advantage. To win, you must force your opponent to be blocked within a smaller area than you. "GO has been played for a very long time and I was wondering what made the game so popular. I began considering the elements of popular online games like agar.io and slither.io and I saw some similarities, yet these online games lack the truly competitive playstyle which GO is famous for. My aim for GO Rush was to make a bridge between these two game styles and create an online game that was fast and fun to play with a serious competitive element."

Happy Kitchen

It’s your first day at work at The Happy Kitchen. Learn the ropes and befriend your co-workers and customers! "This is based on a real-life restaurant in York, The Press Kitchen, and my personal experiences working there. I wanted to make an idyllic restaurant game that is stress-free and relaxing. The game is more about getting to learn the characters. Take it slow, don’t rush through, and most of all, enjoy!"

History of York

As an interactive museum of York, History of York will teach you about the city, old and new, including its history and tourist attractions. "The history of this ancient town of York is particularly appealing to me, and I love travelling, so I want to record these as small museums."

IM Showcase Submission Site

A website that receives student submissions for the annual Interactive Media Showcase. It consists of authentication, followed by the submission form with a few questions and file uploads. Once the user submits, they can edit any of their submission fields, click submit again, and it would update their submission. "As part of the Interactive Media Showcase Committee, I was tasked with organizing the project submission process. It was previously done through local university storage and I thought it would be useful to have our very own submission website and form. It made the submission process a lot more customizable as we could add any questions we wanted along with the project upload, and it also made things more organized and centralized. We could easily log onto the backend and see all users and projects, download all the files etc. Another benefit was that it enhanced our image of professionalism."

IM Showcase Website

The IM Showcase website was designed, developed, and administrated by Interactive Media students to provide the IM Showcase with an online presence. All images, icons, and logos have been made from scratch while the full website has been built from the ground up and includes designs created by the team to meet the Showcase's requirements. "The website was designed to match the look and feel of the Interactive Media course. We created the colour scheme based on existing Interactive Media promotional material so that the public would be able to see the connection between the course and the Showcase. The overall design was created by critiquing existing website with a similar theme and using techniques we had have learned through the Interactive Media course to see what worked well and what didn't."

Jungle Games

Jungle Games is a fun, multiplayer party game that can support up to 8 players. It includes two mini games: Liar, Liar and Mimicry. Liar, Liar is our fun twist inspired by the TV show Would I Lie to You? Mimicry is a ridiculous game of animal themed charades. Go on, have a laugh! "We wanted to make a game that turns strangers into friends. This game depends entirely on interacting with one another. We want people to have fun with each other through this game. Everything is hand-drawn and made with a lot of love. We hope you enjoy this game as much as we did making it!"

Law of the Jungle

An interactive game, which includes both a run-and-gun game and a platform-adventure game. Picking up the gun in level one initiates the run-and-gun game. Not picking up the gun initiates the platform-adventure game. "As an FPS game fan, I always wanted to make my own shooting game, which this project achieved."


A language-learning RPG. Used to help revise your language learning skills by attempting to create artificial foreign language immersion. "I wanted to create a game to help make language learning fun. After spending a lot of time using Duolingo to help me with my Chinese, I realised that I found myself getting bored whilst using it, leading to distractions. I wanted to combine the effectiveness of repetition apps like Duolingo with the immersion and attention-grabbing qualities of video games. I also knew that languages are best learnt whilst immersed in that language and I wanted to create a "next best thing" compared to actually travelling to the appropriate country."

Loot Quest

'Loot Quest' is a board game designed as part of a larger study on the methods with which gameplay delivers narrative. Gather your party and take part in a quest to pillage as much loot as you can from a dungeon with your chosen character. Be careful, as there are monsters, ghosts, and structural insecurities abound! "Loot Quest features a group of players attempting to navigate a dungeon in search of treasure, demonstrating a newly developed lens of game design analysis called 'Assignment theory'- the idea that gameplay is inherently an abstract concept clothed in the contextual information presented, like names, art, sound effects, animation, etc."


A medieval themed escape game where the player’s main objective is to escape the prison. You need to search the contents of the jail cell and its surrounding area to find the keys and coins required to complete the game. "Inspired by the medieval survival game "Reign of Kings"."

Middlesbrough Meteorite Interactive

The Middlesbrough Meteorite: Interactive is a short game allowing audiences to experience the discovery of the Middlesbrough Meteorite for themselves, originally discovered by railway workmen on 14 March 1881. Aiming to teach audiences about the Middlesbrough Meteorite and meteorites in general, the scene of the short game was constructed based on the only known photograph of railway workmen taken at the railway sliding landing site of the meteorite shortly after its impact. "Always having been amazed by outer space and the universe, I decided to bring more life to a local object found in the Yorkshire Museum. Designing a short game in Unity, I’m hoping it will leave people with a need to learn more about the universe."


Parenthood was made for the Global Game Jam under the theme: what home means to me. The idea was to create a game around being a parent through the ages. The game aims to provide the player with tasks in each age that could be solved and then continue this routine until the time was up. Art, models, and music were created to mirror each chosen year, such as the 60s, 70s, 80s, 90s, and 2000. "The most important people in most people’s lives are their parents. They devote their lives to loving their children and building a loving environment, but would you make a good parent? What about in a different era?"

RC Racer

RC Racer is a puzzle car game in which the player has to navigate through various obstacles, collecting coins and avoiding traps as fast as they can to reach the end. "Made for the Media Production for Interactive Environments module."

Restore Land

Restore is a game with a mission: to spread awareness about human environmental impact. Thus, the main objective of the game is to offset one’s carbon emissions by growing trees and plants. The idea is to bring to people’s attention just how much growing one must do to truly be carbon neutral. The aim is to affect players by the realization that they must grow an immense amount of vegetation to be carbon neutral and maintain their lifestyle. This realization will hopefully push players to act in real life, by changing their lifestyle to decrease their emissions and/or by planting trees and plants to offset their carbon footprint. "I want to empower people in a time where it feels like the world is falling apart and we can't do anything about it."


Rot is a short psychological horror story about obsession, rejection and self-hatred. "Rot was developed as an experiment, to answer the question: 'can you make dread a place?'. It is inspired by titles such as P.T. and indie developer Kittyhorrorshow's game Anatomy. It also draws inspiration from Davey Wreden's The Beginner's Guide, a game that gives its players a sense of unease not through visceral imagery or foley, but by letting the player slowly know that its protagonist is obsessive and tormented. The retro, low-res aesthetic of the game is inspired by the work of Finnish indie developer Toni Kortelahti, better known as 98DEMAKE, who was kind enough to get in touch during development."

Super Hide and Seek

Find your friends hiding in the park by moving yourself around the park. The area you can see in front of you is highlighted, and anything not highlighted is too far away or behind some cover. The aim of the game is to manoeuvre yourself around the park and over to your friends to tag them! "I originally came up with the idea when ideating for the group project module, but I felt that it would work better for the Web Application Design and Development assessment. With the art style and tonal direction, I leaned into the fact that I’m not an artist but didn't want to use premade assets. Because of this, I went with a more childlike art style."

The Great Gig in the Cloud: Death in a Digital Age

A 2D visual story in pixel art style made with Unity, allowing audiences to face the difficult question: does the widespread use of technology change how we understand death and mourning? "The game is developed as part of my humanity project, which explores digital technology's role in the death landscape."


Unchained is a video game project that was made for the Developing Interactive Media module. The goal of the project was to develop a game that is a mixture of the Action-RPG (Role-Playing Game) and Action-Platformer genres. It borrows narrative/storytelling elements from Action-RPG games and blends them with the gameplay style of Action-Platformer games. "I chose to develop a video game as my project for the Developing Interactive Media module because I enjoy playing video games and hope to pursue a career in video game development as a game designer or developer in the near future."

Wander Around

This interactive piece doesn't include any narrative. Instead, Wander Around is more of a non-linear 3D interactive game where a player as the freedom to experience its world free from any time limits. Any interaction that the user will experience consists of creating their own story whilst experiencing this virtual open platform. Readable quotes and relaxing music embellish this virtual world that is based on an imagined botanical park and quiet woodland. As it draws inspiration from the 'art game' and animated genres, there are 3D objects that are based on the cartoon theme. "The idea for my game was inspired by 'Sacramento', particularly in its use of colours and its soothing setting. Another reason that I have developed a non-violent, interactive game around a botanical theme is that, due to the proliferation of digital technologies, the majority of people today seem to be more engaged in cyberspace than in the real world. This digitalization of society has provided a platform for observation and for experiencing fun and entertainment, and in turn, humans are interacting less and less with nature. For example, today's children enjoy the world of the computer-generated far more than the material world around them. Human-computer interaction is increasing day by day and the interaction between humanity and nature is only becoming rarer. Because of this, I have decided to create a botanical digital world that might provoke thought in the user: "if a virtual world can be this beautiful, then imagine how much more beautiful our world is than this!". After all, these are only illusions of images that I have used, which are inspired by the material world."

Wizard’s Forest

A Processing based top-down maze game. Players must find a key and portal out of the wizard's forest before the wizard finds them. Not to worry though, the kind fire spirits are there to help. Follow the fire spirits, who get redder the closer you are to your target. Find the key, then find the portal to escape the wizard's forest. You can play single player and race against the clock, multiplayer and race against an opponent, or you can even create your own levels and play them in single/multiplayer and set your own avatars! "We were asked to create a top-down maze game and the idea evolved over weeks of development, starting from the level creator mode."


Arcade Adventure

An Interactive Media Individual Project.

Aztec Education Experience

An educational experience set in Virtual Reality which places users in the Aztec times, enabling you to learn about a rich and fascinating history.

Capture the Campus

A multiplayer cartoon 3rd-person arena game based in a college within the University of York. Based upon the real-life phenomenon of geese flocking to the centre of campus, this game depicts the feathered-menaces fighting over territory in Langwith College in this cartoon-like shooter. By using water guns and hitting ping pong balls at each other, the player takes the role of a lone goose trying to take the college for their own, using split-screen or network play.

Don Blue

Don Blue is a short, story driven platformer game that could be classed as interactive fiction. You control Don Blue, a dapper and mustachioed man who suddenly finds himself in a strange dream-world. Collect all the notes around the world to make sense of his environment.


Fittxel, a 3rd year dissertation project, researched the use of gamified fitness applications. Fittxel puts the user in control by letting them choose their own adventure across multiple paths, routes, island and outcomes, the app encourages the user to keep exercising to continue their stories progress. The app was made in Unity with artwork being created in GIMP2, the project used custom plugins programmed and created by Daniel to access the accelerometers on both IOS and Android smart phones. multiple gamification methods where used to encouraged the players including incentives and competitive elements in the form of gaming points and an online leader board.

HackerHeist VR

A cooperative virtual reality experience allowing players with different devices to join in!


A prototype for an app based learning environment and community, where your friends and classmates become an important part of your motivation and learning process.

Redesign of the Streaming Service

Identified that there were usability problems with current iterations of music streaming services both in part through own experience but also comments about current design online and the multitude of complaints about usability and how interfaces felt clunky and unintuitive. Therefore set out to create a better and more thought out design.


The concept of this project was to develop designs for an Interactive Media prototype that would encourage York’s visitors to explore and uncover more of the city than they usually would. One of my initial aims for this project was to create something that would be truly interactive, by this I mean creating a piece that users can not only view, but something that they can affect and have some form of a unique interaction with. I based my approach around user centred design, focusing on user research and developing ideas from the results. The final piece I created was an augmented reality application that used medieval graffiti as a means of annotating and exploring the city.

Sketch What You See

An exploration puzzle game where you play as Lily, who has been given a notebook from her Grandma. She's been instructed to visit the park and see if she can match the sketches to places her Grandma has visited in the park.

The Adventure Generator by Naoimh Murchan

The Adventure Generator

A Web App Design and Development project where the user can experience randomly generated fantasy narrative.


Watcher is an interactive story revolving around Daryl and his rebellion against the NGO, the National Governance Organization. Working with the government, the NGO implanted children across America with a device that allows them to see through the children’s eyes and achieve mass surveillance. Daryl was one of these children, now an adult, and the story begins with him and his two companions stepping foot into the headquarters of the NGO.