Games & Interactive Media
Professional and Personal Projects
WaterWays
Interactive Media · UI/UX · Unity · 3D · Research · Exhibition Design | ISEA 2024 Juried Artwork
Waterways is an interactive exhibition developed by Dr. Aleksandra Dulic and an interdisciplinary team at UBC Okanagan, exploring the waterways, biodiversity, and Indigenous knowledge of the Okanagan landscape before the development of present-day Kelowna.
Created in collaboration with local Syilx community members and scholars, the exhibition combines video, audio, and interviews with a touch-screen recreation of the landscape. Visitors can explore local plants and animals, their roles within the ecosystem, and their Nsyilxcən names and pronunciations, or overlay the present-day city to see how the landscape has changed.
My role spanned UI and interaction design, research, 3D asset development, and exhibition support. I organized ecological content, adapted and retextured 3D assets to better represent local species, developed UI and interactive elements, and integrated map data for the contemporary city overlay. I also assisted with the installation, maintenance, and teardown of the physical exhibition.
Originally exhibited at the Kelowna Heritage Museum, Waterways was later selected as a juried artwork for ISEA 2024 in Brisbane, Australia, and developed as a travelling exhibition for museums and cultural institutions.
Working on Waterways was a chance to connect my love of digital work with my love of nature, while learning more about the biodiversity and beauty of the Okanagan Nation lands I was fortunate to call home during my time at UBCO.
The Grand Goulding Hotel
Interactive Fiction · Twine · HTML/CSS · Narrative Design | Featured in 'EnTwine' 2026
Follow four people over eighteen hours to solve one grizzly murder. Each hour, you choose just one character's perspective to follow - meaning no single playthrough can reveal the whole story.
Created in Twine, the project explores the relationship between perception, fact, and truth, using the limitations of what a single perspective can see as part of the mystery itself. By following different characters, uncovering conflicting accounts, and deciding which moments are worth witnessing, players must piece together what happened, identify the guilty party, and ultimately make an arrest.
The Grand Goulding Hotel was selected as a featured interactive work in EnTwine: Critical and Creative Teaching with Twine, forthcoming from Amherst College Press in November 2026. The collection also features “Queer and Punk Rock,” a chapter I co-authored with Dr. Emily Christina Murphy exploring student learning and creative practice with Twine.
Icarus
Narrative Game · Unity/C# · Photoshop · After Effects · Interactive Storytelling | MQGF 2022
Icarus reimagines Crete, Greece as a science-fiction dystopia where VR headsets are more common than houseplants, gods walk amongst mortals, and everyone is very, very queer.
Inspired by the queer figures and relationships of ancient Greek mythology, Icarus challenges the idea that queerness is a modern invention. Its story brings these mythical tales into a speculative future, following a colourful cast of characters through the mysteries of an island increasingly disconnected from the natural world.
Developed in Unity as my Bachelor of Media Studies capstone project, Icarus combines voice acting, original 2D artwork, animation, mini-games, and interactive environments to explore queer identity, mythology, technology, and our relationship with nature.
Icarus was later selected for showcase at the Queer Games Festival, bringing the project to an audience beyond its original academic setting.
Remembering Us
Point & Click · Twine · HTML/CSS/JS · Narrative Design · 2D Art
A point-and-click non-linear adventure game following the story of Ava, who wakes up one day with no recollection of where she is, or where her partner Amil has gone. Players explore a series of increasingly fractured worlds in search of answers, memories, and the person the love.
Built entirely in Twine to run within a web browser, Remembering Us pushes the platform beyond its text-based roots with graphical environments, point-and-click navigation, interactive objects, and adventure-game mechanics.
The project grew from an experiment: could Twine's approachable, nonlinear storytelling structure become the foundation for a fully graphical game? Remembering Us became my answer, combining the narrative structuring I loved about Twine with a more visual and exploratory form of interaction.
After Life
3D Exploration · Unity/C# · Environmental Storytelling · Audio Design
A short 3D narrative experience exploring the concept of grief through an unusual perspective: the person who has died.
Waking in a hospital room beside a grieving woman with no explanation, the player has to explore the room, examine objects, and uncover pieces of the story to unravel who they are, who the crying woman is, and how you might help her begin to move on.
Built in Unity, After Life was an experiment in environmental storytelling and emotional design, using a single, confined space, alongside sound, atmosphere, and small details to tell a story without relying on traditional exposition.