
I'm an Edmonton-based graphic designer and illustrator with a knack for making bright and bold styles. After graduating from the U of A with a game development certificate in 2023, I pursue to study graphic design at MacEwan University to highlight the importance of user experience, digital interaction and visual communication into the ever-changing landscape.Multifaceted in such areas, I apply the passion I have for digital media and visual narrative as the means to help and represent other communities. In a world that can be confusing at times, I'm here to find solutions and make sense of it all—like solving one level at a time in a puzzle game.Let's reach out!
UX/UI
Branding & Visual Identity
Illustration design
Video editing
Motion graphics
UNIVERSITY OF ALBERTA
BA Music major
Art & Design minor
2018 - 2023
MACEWAN UNIVERSITY
Bachelor of Design
2023 - 2026
Certificate in Computer Game Development
University of Alberta, 2023

Game art
Music composition
3D modelling (cultivating...)
HTML, CSS, Javascript
Social Media Marketing
Research & presentation
Marketing & Design VP
Arts For YoungSTARS, 2023
VP of Social Media
MacEwan Game Development Club, present
Marketing & Design Volunteer
Interactive Arts Alberta, present

DESN 311 Corporate Identity Design & Branding - 2025
DESN 410/415 Design Studio Capstone - 2026
Smarty Plants is a vegetable gardening game app for new enthusiasts to learn about growing and taking care of vegetables.Through interactive care minigames, players are educated about the process of gardening and gain experience in a fun and relaxing environment.
Growing vegetables within Alberta’s climate can be challenging for new gardeners. While there are numerous resources about them within books and the internet, they are less engaging and are based on reading accounts of other peoples’ experiences, and as such, it needs to be a more integrated and fun approach to learning about growing vegetables. In this project, we will focus on how an interactive game can educate about growing vegetables in Alberta, exploring game design frameworks as well as variables on gardening that can help create a fun gardening game app.
Primary audience: Novice gardeners in Edmonton with an interest in home gardening
Age range: 18 to 34
Notes: They may not know where to begin, as gardening requires numerous equipment and materials such as seeds, fertilizer and proper lighting spaces to set up the process.
Secondary audience: Players outside the mentioned age range
Age range: Varies
Notes: They may have less regard to time in their busy schedules to properly provide adequate care of their vegetables.
Both of these user audiences are primarily residents within urban areas, which are typically faced with vastly different environmental factors compared to their rural counterparts, including the possibility that they may not have access to their own gardening space.
In 2025, we dedicated in user research, including expert interviews on local community gardeners, literature reviews on gardening and game design principles and brainstorming sessions. In 2026, these findings shaped our development into a digital prototype of our mobile game that features 3 gardening activities on 3 different vegetables.
I was primarily responsible for UI design, motion graphics and programming whereas my project partner produced the illustration assets.**This process is still ongoing. Expected completion and final report will be on April 2026.
DESN 344 Interaction Design - 2025
The Telus World of Science--Edmonton is a non-profit space museum operated under by the Edmonton Space & Science Foundation under sponsorship by Telus communications. As the largest science centre in Western Canada, it offers volunteer opportunities to Edmontonians who wish to educate and promote the public in science and cultural histories of Canada.
Various UX problems in the form include the following:
Scrolling is too large; sections could be broken up into pages in order to give the user a sense of progress as well as to reduce cognitive overload.
User won’t immediately realize that these sections are collapsible, making them redundant and overlooked in the form layout.
Lots of dropdowns are used, making the input fields hard to differentiate with each other (and make it more difficult to fill in certain questions efficiently).
Aligning these fields to the left creates empty space on the right that makes it appear unbalanced to the eye.
Input text fields for paragraph-based answers are too small to write.
Breaking up the categories into boxes bring clarity to how these text input fields are grouped together.
In the original form, the roles are poorly categorized in such a way that it presents a difficult time for the user to efficiently scan across the page to look at the different roles and options within the areas of interest as well as skills. Instead of laying out the checkmark options horizontally, they only consist of two columns, and are categorized into groups relevant to a substantial list.
DESN 131 Typography I - 2024
DESN 231 Typography II - 2024
MarsNOW! Weight-loss Protein Bars is a fictitous food product referring to the space organization’s promotional brand from Deborah Willis’s novel “Girlfriend On Mars”. The box carries an undertone of the book’s satirical themes that deconstructs on short-term gratification, online trends and living in the post-capitalist landscape within contemporary society. These protein bars present themselves as a marketable commodity by which the notion of one purchasing them is a wordplay into the idiom of “buying into“ the trend held by this multimillionaire space corporation. Just as how the book presents MarsNOW as a reality television show that tends to stage various
deceptive and exploitative practices, the packaging also carries its dubious nature by its bizarre flavour, sarcastic lines and a health disclaimer printed in small detail, almost masked away by its commercialized visual branding.
MUSIC 103 video project - 2020
The purpose of this animated video was to enhance the message about social media addiction as conveyed within the lyrics from Relient K's "Look On Up".In addition to exploring keyframe tweening, camera movement, layer masks, composite shots and VFX provided by Hitfilm Pro, I drafted each of the scenes through rough storyboard sketches before producing assets by freehand in Clip Studio Paint.
MacEwan Game Development Club - 2025
The MacEwan Game Development Club is a student club founded in 2025 that brings students across disciplines and programs to celebrate game culture and make games. Given its recent establishment, my executive position as a social media VP was not only limited to making promotional content but also with branding the club's identity and structuring its foundation by hosting workshops and events, connecting not only to the school but also to Edmonton's local game development community and beyond.
ART 350 video project - 2023
A 2-minute animated digital project for ART 350 at the University of Alberta. Spatiality is a playful experimentation on our understanding of where we stand in space and how more or less we are aware of our own perceptions in different ways.A combination of personal footages of my university campus as well as stock videos and images are combined through masking and camera tracking, and applying other effects such as blur, rate stretch and blending modes achieve a cinematic finish.
INTD 450 Capstone Project - 2023
Within the Vault is a 6-person project for the capstone game development course INTD 450 at the University of Alberta. While collaborating with my fellow colleagues, I was primarily responsible for animated sprites, concept designs of the main characters, social media assets, video gameplay trailer as well as all of the musical soundtracks. It was rewarded by the university for "best gameplay", and has been featured in indie game dev exhibitions such as GDX and Game Con Canada.The game is available here to play for the purposes of this portfolio.