Everything I made that has an interactive part to it will be here! This includes digital videogames, installations etc.!
Flight - Active fear. Made with the intention to show the activity in the face, the tears move with the actress.
Kindness. Fake kindness is a reaction also often made in harassment situations. It looks transparent, but is very protective in nature.
Freeze - Passive Fear. I want to show the big eyes, frozen in fear. It's light in colour so it reflects the dark visuals, but "lights up" when the room does.
Graduation Project - 2023
Reflections is an interactive performance about the emotions woman experience during harassment in the public space. It was a challenge to create this performance, from the research, choosing how to tell it and putting it all together. I had to take on the roll of designer, artist, director and so much more.
The idea to make a performance about this topic came from anger and personal experience. It was made mostly with emotion, the decisions, the way I chose colours or movements. This made, and makes, it kinda hard to explain it to others or even write it down like this.
This project is best understood when experienced but the video above explaines it all pretty well.
Group Project - 2021
Project Context II was all about sustainability. The aim of this project was to design a game or interactive experience that, as an applied game, fits into a socio-cultural setting. Our client was the CCAFS/IPBES. They had asked to design a game about a desirable future for nature and people.
The concept is that humanity has designated vast areas as "sacred grounds" where nature is allowed to grow wild. If someone is about to die, they may make a sacred ground their final resting place. To do so, they make a spiritual pilgrimage to a sacred ground.
It was a challenge to design on a somewhat loaded subject, but that also made it a great experience that I took with me to other projects
Group project - 2020
During project Free I my team and I made the game Nowhere in Sight. It is a horror escape game where you play a blind character. You have to navigate with egolocation.
This was one of my first experiences with 3D hard surface modeling. We did the game in a lowpoly style. We liked the look and the artists (including me) were very new to 3D modelling.
Our developer entered us in the GDWC of 2020 and we were awarded a place in the official selection. I am very proud of this project and what I learned during it.
The game was made in Unity. All models were made in Autodesk Maya. The one texture I made was in Substance Painter.
2021
An individual project where I learned more about procedural art. It was a school course where we were free to make what we wanted. I am still exploring body horror, and how to sculpt and texture it. So I wanted to incorporate that.
It was made in Unity, Zbrush and Substance Painter.
I made use of AudioPeer by Peerplay for the link between the audio and my shader.
2022
An individual project where we had to design an environment puzzel that could be in a Tomb Raider game. It was very challenging project for me. With designing a puzzel, constructing the environment and getting the right athmosphere for the theme.
I used the Quixel library for my assets and put it all together in Unreal Engine. It was my first time working with both, but it was very fun.
Click below for the whole process.