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Welcome

to my garden

The garden is currently in hibernation and will be ready for exploration soon.

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flowerProduct kelperSign

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Flower Title arcaneTagsSign arcaneSign

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flowerGame gameTagsSign gameSign

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flowerGrief griefSign griefTagsSign

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flowerFilm filmTagsSign filmSign

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flowerShowreel showreelSign

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Title

Sequence:
Arcane

Project Purpose

The purpose of this project was to
redesign a title sequence for the
re-release of a movie or TV series
of my choice. I needed to be sure
to include typography, not just for
the name but also crew members
such as the director and cast.

Objective

I chose the TV series, Arcane, and
created a title sequence that
highlights four major characters as
well as prominent tools that are used
throughout the series.

Approach

For this project I spent a lot of time
drawing, as all of my elements were
hand drawn. I spent the most time on
drawing the tools the characters use,
like the big hammer, becasue they
were all split up into multiple moving
parts and figuring out how everything
would move was quite the challenge.
One of my favourite parts of this
project was when I was compiling
everything I made and started adding
sound effects onto all of the moving
mechanical parts.

Duration

This project was made in (almost) 5 weeks. I spend the
majority of the 5 weeks, drawing and rendering out
everything and then I spent the last few days to compile
everything. would move was quite the challenge.

Art

Process

Creating all the assets for this project was
definitely the most time consuming part,
although my process was fairly simple. I
would draw a rough sketch first, refine the
sketch to lineart and then colour it.

The most time consuming aspect thereof
was when I had to draw all the equipment
that the characters use throughout the
show, like Ekko’s watch and Jayce’s hammer.
They all either involved having multiple
layers of moving parts, like Jinx’s shark gun,
or parts with no indication to what might be
underneath them, like Jayce’s hammer.

The Sisters

The two sisters were
arguably the most important features of
the title sequence, so for the amount of
time I spend on drawing characters, I
spent the most time on drawing Vi and Jinx.

Weapons of Destruction

Along with the two sisters, these
weapons were maybe not as
important, but they took just as
much time to draw as the sisters.

All of these pieces of equipment
had many different intricate parts
that all moved in perfect tandem
with one another, which was quite
hard to replicate, but I do think I
enjoyed drawing these pieces the
most out of them all.

Titel
Sequence

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Game
Design

Project Purpose

For this project I was tasked with designing
a platformer game in its full. This included
everything from the character design to the
encoumpassing story. This included who our hero
is, who their foe is and how the world
around them works. This brief would act as a
pre-production sprint, everything I wanted it
to look like without worrying about how it
would work.

Objective

The objective was to create and design
a platformer in full, character design,
environment design and a fully fleshed
out story. The challenge came in doing
this all in two weeks of time.

Approach

My approach was to create a
platformer that scales vertically
instead of horizontally progressing. This
approach fits in with my story line and
creates a challenge for the player as
they can easily lose progress by simply
falling down a little too far.

Duration

We had two weeks to design our hero,
enemy and environment as well as
fully develop our story.

The Story

The story of my game follows Mish, a man
fish hybrid who lives at the bottom of the
ocean. In his fishy village he has only ever
heard of what a sunrise might be, and
despite people telling him it doesn’t exist, he
sets out to climb high, up and out of his
village to seek this unknown sunrise. As he
climbs, he is greeted with his usual
recognisable landscape that is made out of
trash and rubble, as well as a new type of
obsticle in the form of Slics. Slics are man
fish that have been corrupted by oil spills in
the ocean and set out to destroy everything
in its path, includin Mish. Through this game
we follow Mish overcoming obsticles and
enemys to discover, The Last Sunrise.

Hero

Mish

My hero character is named Mish. His design is based
off of a lion fish, as they are bright in colour and they
have dorsal like fins on top of their body that adds a
layer of interest to the overall design of the character.

Mish had gone through quite a few
iterations before I settled on a final design
for him. Although most of my sketches are
quite heavy on lineart, I decided to go for a
pixelated look in the end.

Enemy

Slics

The enemy design, named Slics,
were inspired by a combination
of morray eels and ribbon eels.
These enemys are covered in oil
from oil spills, and in turn can
injure our hero because of it.

The Slicks design did not go
through as many iterations as
Mish did, all that changed was
from a curved tail to a more
heavy weighted tail that only
curls slightly.

The Slics were designed to be
physically larger than Mish to
communicate a more
intimidating look and feel.

Of course as I previously
mentioned, I changed it to be a
pixelated style rather than have
heavy lineart.

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Interactive
Web

Design

Project Purpose

For this project I was tasked to create an
interactive website based on the themes
and emotions of the song "No Surprises" by
Radiohead. I was prompted to keep in mind
the songs peaceful melody paired with the
lyrics unsetteling truths, and to reflect these
juxtapositions in my final deliverable.

Objective

For the website, I chose to focus on the 5
stages of grief. My interperetation of how to
incorparate the juxtaposition into my theme,
I decided to have my website be visually very
beautiful and the content be generally not
something beautiful.

Approach

I spent a lot of time researching the 5 stages
of grief for this projects, as well as how best
to make the website interactive. I settled on
having a different interaction for every page
that represents each stage of grief.

Duration

I had four weeks to complete this project, I
spent about a week and a half on
conceptualising and starting with designs,
another week to design and code together,
then the rest of the time I spend coding and
the last three days I spent debugging and
refining the website.

Home Page

in this project the aim is to explore
the themes of the song "no
surprises" by radio head in an
unconventional website and this
will be achieved by exploring the
loss of self through the 5 stages of
grief in a website that presents itself
as visually beautiful but whilst the
user explores the website there will
be different interactions within the
pages which will lead to an
outcome that is either positive or
negative depending on the users choices

Denial stage

Denial

Trying to escape the truth but it is ever present and
inescapable, you have to go through this.

Anger

Feeling angry and frustrated is a normal part of the
process, so it is important to let it out in a healthy way.

Anger stage

Bargaining

Trying to make deals with yourself in order to avoid
what your feeling is only adding to the problem.

Bargaining stage

Depression

At this point there is an inexplicable saddness
washing over you, like waves washing over you that
you cannot seem to escape.

Depression stage Acceptance stage

Acceptance

You are at the end of your journey, you have come a
long way. you have grown and changed, be proud of
yourself

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Film Project:
Run

Purpose

The film industry seeks innovative
storytelling that challenges traditional
narratives through synchronized split-screen
cinema. This project explores dual
perspectives—two distinct yet interrelated
narratives—requiring advanced
cinematography, sound design, and editing.
It emphasises collaborative filmmaking,
where two creative teams must coordinate
seamlessly to balance individual artistic
vision with cohesive execution, creating
moments of interaction, contrast, and
exciting resonance across both screens.

Objective

This brief requires the production of a 10–20
minute split-screen short film, where 24
students are divided into two film crews,
each developing distinct but interconnected
narratives that play simultaneously.
Deliverables include pre-production
documentation, a fully produced split-screen
film, marketing materials, premiere event
coordination, and individual reflections, with
assessment based on research, ideation,
production execution, and the final film's
cohesion and professionalism.

Approach

Run is a split-screen psychological thriller that visually
and thematically explores duality, obsession, and fate. The
film presents two parallel narratives — the hunter and
the prey — unfolding simultaneously on opposite sides
of the screen. Through synchronized editing and mirrored
compositions, the split-screen format becomes an active
storytelling device, contrasting perspective, pace, and
emotion while maintaining narrative tension and cohesion.
The dual narrative structure allows viewers to experience
the story’s push and pull — Dan’s relentless pursuit and
Mira’s desperate evasion — in real time. As their paths
converge, the format emphasizes psychological interplay,
blurring the boundary between predator and victim. Run
challenges audiences to question whether fate is something
we can escape or an inevitable force we willingly confront.

Duration

The duration of this project was 5 weeks,
three weeks of planning, one week of
shooting and one week of post production
work.

Audience

Run is aimed at young adult and adult
audiences (ages 18–35) who enjoy
psychological thrillers and experimental
storytelling. It appeals to viewers interested
in character-driven narratives, visual
symbolism, and unconventional formats
such as split-screen cinema that challenge
perception and evoke emotional tension.

My Role

My Role

My role as the grip was to know what
equipment my team needed for any
particular day of shooting.

When we began preparing for our shooting
week, I had made a list of all the avaliable
equipment we had to our disposal, what we
would be using for what day of shooting
exactly, as well as the location the
equipment would be at each day.

Locations and Equipment

Before we began oficially shooting for our short film,
I (along with both team directors) went location
scouting to ensure there was sufficient space
and safe space to store all the equipment while
on set. I had a “home base” for all the equipment
I was in charge of to keep track of where all the
equipment was if it went “out” during shooting.

On top of knowing where all the equipment was at
any given time, I was also in charge of making sure
anything with a battery was charged, I had to make
sure all audio files and video footage was downloaded
and uploaded for the editors in my team, and lastly I
had to make sure all the equipment was safe when not
in use.

The Film

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Digital
Product
Design

Project Purpose

Coral reefs around the world are
rapidly deteriorating due to climate
change, pollution, and other human
activities. This destruction threatens
marine biodiversity, the livelihoods of
coastal communities, and global
ocean health. Scientists,
conservationists, and policymakers
are hindered by the lack of real-time
data from affected areas to take
informed action.
My device's aim is to assist these
people by delivering the real time
data from the affected areas to them
directly, thus hastening the process
of a solution.

Objective

The objective for Kelper is to be able
to accurately measure coral health,
coral coverage, water quality, and
water temperature in the affected
areas.

Aim

The aim of Kelper is to hasten the
process of measuring coral health,
coral coverage, water quality, water
temperature and delivering that
data to the people who need it as
fast as possible.

Project Duration

This project took place over 5 weeks. I spent the majority of the first
two weeks designing and modeling the 3D product and the rest
was spent rendering out scenes and finalising
the products accompanying app design.

User

Personas

User

Journey

3D
Model

Initial Scamps

When creating my initial scamps, I was torn
between creating something with a lot of
structure that can withstand the ocean
currents, creating something that is
attatchable to other structures and
something that is flexible.

All of my initial designs were rooted in the fact
that I needed to measure multiple properties
at the same time, with there needing to be at
least four sensors for each main property.

Initial Renders

My initial renders of the product felt very clinical and smooth and
almost “perfect” which was quite difficult to work with in terms of
having this product mimic its environment. This version of the
product was very bland and I didn’t feel like I was being very
creative about the design, so I had to reimagine it a bit for the
final design of the product.

Final Renders

The final renders of the product are a
lot more in tune with the environment
it will be placed in. The
shape of it allows for it to be more
easily attached to other existing
structures in the water and its colour
allows for it to better blend into its
environment. The overall design is
more organic and fluid, allowing for a
more quick and easy installation as it
now uses a galvanised steel rod on
the inside to be bent around
pre-existing objects in the ocean to
keep it in place.

Materials

EPDM

Ethylene Propylene Diene Monomer is a rubber
that is, right now, mainly being used for roofing
purposes as well as for the lining of dams and ponds.

Durability:
EPDM is extremely durable
and it can last for up to 50
years with little maintenance.

It is able to “stand up
extremely well against harsh
environmental factors such
as UV rays, ozone,
and oxidation” (RubberCal, n.d.).

Temperature:
It can withstand
temperatures from
0°C up to 71°C, which
is more than enough
because coral reef
temperatures vary between
23°C to 29°C
(NOAA Coral Reef Watch, n.d.).

Chemical Interactions:
EPDM does not negatively
interact with the water
it is placed in. It
is known for its chemical
inertness and therefore won’t
bleed harmful chemicals into
the water.
(Water Quality Solutions, n.d.).

Sustainability:
It is biodegradable and
recyclable. “Ethylene, one
of the key raw materials of
EPDM, is produced from
ethanol, which is derived
from sugarcane. Thus,
EPDM is biodegradable
and recyclable”
(RubberCal, n.d.).

Kelper

App

Home Page

The app’s Home Page acts as your mission
control, giving you an immediate overview of
the selected reef's current conditions, like
water temperature and quality.

Coral Information

The Water Page provides a detailed analysis of the
temperature and quality of the water and the Coral Health
page gives you a clear picture of the coral's overall wellness,
both with a five-month historical view to see progress or
decline. The Coral Coverage page uses data from the primary
device and surrounding Kelper units to generate a visual map,
showing you exactly how much area the coral is covering.

Device Information

The Device Page shows you everything you
need to know about the hardware itself: its
current battery life, how many days until its
next service, and a status check on all its
sensors. If a sensor were to fail, this page
would instantly alert you, ensuring your
data is always reliable.

Components
and
Userflow

Component Set 1 Component Set 2 Component Set 3