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What I Bring to the Table

I switch between roles, researcher, designer, storyteller, depending on what the project needs.

01

Research

Research is at the core of my practice. I explore how narrative, space, and interaction influence emotional engagement in interactive systems. With a background in game studies, particularly in the horror genre, I bring together user-centered methods and theoretical insights to better understand how people experience and respond to designed environments.

02

UX

I approach UX design as a way of understanding user behavior. My focus is on creating flows, systems, and interactions that align with how people actually think, move, and decide. I care about clarity, consistency, and reducing cognitive friction, but I also think about emotion: what it feels like to use something, not just how it works. 

03

UI

UI design is where structure meets expression. I build visual systems that prioritize accessibility and visual harmony, while leaving space for tone and aim. Whether designing for a game, an app, or something in between, I focus on visuals that support the mood, message, and meaning of the experience.

04

Game Design

I approach game design as an intersection of mechanics, narrative, and emotional impact, especially within the horror genre. I’ve worked on two horror games in different formats: a first-person psychological horror game built with Unity, and a 2D pixel-art horror game developed using GDevelop. These projects helped me explore how different tools, perspectives, and visual styles affect tension and mood. I aim to create experiences that stay with the player long after they put the game down.

05

3D Modelling

What interests me most in 3D modelling is seeing the world in its simplest forms. A water bottle becomes a cylinder. A room becomes a box with light and shadow. I start with basic shapes, then build meaning and detail on top. It’s a way of breaking things down to understand how they’re built back up.

06

Movie Poster Design

I design posters that aim to do more than promote; they reveal tone, hint at story, and leave a visual memory. My poster work is influenced by film language and visual composition, often blending graphic design with cinematic mood. I approach each poster as a one-frame narrative, where the visual elements carry the emotional weight of the film.

07

Pixel Art

Pixel art is a way of reducing complexity without losing meaning. I’m interested in how simplified visuals can still carry atmosphere, emotion, and narrative. In a limited grid, every pixel matters, and that’s what makes it powerful. It’s not about making things look detailed, but about making them feel alive.

08

Stage Design

In stage design, I focus on serving the story and the emotion that needs to reach the audience. Every element—from the objects on stage to the way light shifts—should support what the story is trying to make people feel. I enjoy experimenting with different techniques and setups, adjusting space, props, and lighting to create scenes that are not just seen, but fully experienced.

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