The Tulpabox. Design | Media Arts Capstone Project. June 2026.
Animated, built, coded, and wired by me.
The Tulpabox is built out of layered MDF that has been woodworked and CNCed. The legs, made out of MDF parts screwed together, are moved by NEMA 17 motors that are suspended in between panes of lasercut acrylic. These motors connect to an Adafruit Feather. The Tulpabox's digital interface consists of a survey about your insecurities and concerns. Your answers in this survey (made with HTML, CSS, JS and with Blender-animated backgrounds) generate a code where each digit corresponds to a variable in the movement of the legs. Variables include speed, direction, pause frequency, pause duration, and other behavioral characteristics. In essence, your unique responses create a personalised movement in the machine's legs.
The Tulpabox required me to work with circuitry, fabrication, and visual interfaces at a level that I had not before, pushing my skills across several avenues of design. Because the object's physical vitrine needed to be constructed with specific measurements in mind, I had to approach fabrication carefully and mathematically. The Tulpabox's digital interface was challenging to design, the hardest part being facilitating communication between the chip controlling the legs and the programmed survey. Through countless rounds of iteration, finetuning, and troubleshooting, I was able to bring the Tulpabox to life as an engaging designed object.
I originally designed the Tulpabox to criticise harmful notions of self-critique that are perpetuated by the productivity cultures and aesthetic standards we are subject to. The Tulpabox is a speculative commodity used for therapy, but in its cold simplicity it inspires more inactionable guilt than genuine self reflection.
HOLD-ME CONTROLLER. March 2026.
A custom controller / designed object developed for DESMA 152 - Tangible Media.
Made via silicone casting, soldered circuitry, and an Adafruit Feather.
Using the Hold-Me for gameplay is an intimate experience. In order to properly access its buttons, users have to cradle its soft silicone body in their hands, caressing its cold, gelatinous thumbs with their own. The wires threaded through the Hold-Me's casted body are soldered to four buttons: two embedded in each thumb, one sticking out of the index finger like an antenna, and one hidden coyly between its overlapping pinkies. When pressed, the buttons send inputs into an arduino chip that converts them into keyboard inputs, allowing users to play a variety of games (or type four-letter words, I suppose).
The Hold-Me sits in the grey between object and person. It's an extreme experiment in mimicking the intimacy of physical contact through a flawed surrogate, making some who engage with it feel accompanied and others hyperaware of their intimate contact's lack of reciprocity.
If I were to make the Hold-Me again knowing what I know now, I'd probably have altered its base for more comfortable holding, or maybe create the mould from an altered 3D-print of my hands instead of just a raw cast. I also think a base with a light would help enhance the project, taking advantage of the materiality of the silicone and its unique interactions with light. This was an experiment in designing with interactive circuitry and I wanted that to (literally, I guess) imbue that with an organic form of handiwork. It's an object designed to be slightly uneasy, and it succeeds on that front. After working on it, I'm eager to explore designed objects that stylistically feel more universally approachable but maintaining some grains of this unique esotericism.
UCLA's Design | Media Arts senior capstone exhibition, Fruition. June 2026.
Produced collaboratively in the Capstone Communications Committee.
For our capstone exhibtion, my committee members and I wanted to create a playful design identity that would connote that these works were the fruition of years of academic labour growth with a modern and fresh aesthetic look. I pitched the theme "Fruit", which later became "Fruition", and the playful abstract possibilities of the concept resonated well with the rest of the committee. I modeled, textured, and lit the 3D models that were used in our final printed poster and digital marketing assets, posted on the Design | Media Arts instagram and around the Broad Art Center.
Final "Fruition" and "gallery hours" stickers made by Nicolas Disasti and Yash Nasikkar.
Banana in image 3, final lighting, and upscaling by Arya Nasikkar.
Final typographic layout of final poster by Rachel Lee.
A signet ring designed for Flapping Airplanes. A 3D modelled piece of internal merchandise designed in Blender and Adobe Illustrator. April 2026.
I was responsible for designing the ring's structure and preparing it for fabrication, while the indented signet design was developed collaboratively with August Hattiangadi. The 3D model was printed and used to create a negative mould for casting the ring in sterling silver. While designing this, I had to account for a range of employee ring sizes to maintain consistent measurements to ensure the product’s wearability.
Working on the ring required extensive iterations and mathematical planning. Earlier, more ornamental concepts were scrapped due to material constraints, leading us to opt for a minimal, open shank ring that could be bent into shape post-casting. Because the ring had to be modelled unbent but needed to be appropriately sized once formed into its wearable shape, I had to carefully keep track of a lot of measurements and geometric formulas during the process. A lot of time was spent refining the ring’s details across several iterations and rounds of feedback, making sure the ring’s indented logo was deep and wide enough to produce an impression when pressed into hot wax.
Water. July 2025.
A short film made for DESMA 24 - Motion, in Summer of 2025. The 3D backgrounds are modeled and rendered in Blender, the illustration was done in Photoshop, and final editing was done in Premiere Pro and After Effects.
I often dream of bizarre ecosystems and beautiful architecture, and my favourite of those dreams was the inspiration for Water. I wanted to do something memorable for my first foray into animation as a standalone medium, so I worked to combine my 2D and 3D animation workflows to give Water a sense of charming peculiarity. I modelled the film’s environments in Blender, experimenting with modifiers and shader nodes in unique ways to render the film’s stylised water and rocks. Because I was taking inspiration from a semi-nonsensical dream during the film’s process, portraying the story I had dreamt up with a coherent flow required a lot of creative restructuring and aesthetic reimagining.
Water was also my first time grappling with character animation in a non-looped, filmic style. I was pushed to explore the timing of my subject’s movements in ways I had not considered before, which became an interesting challenge when I had to consider those 2D movements in relation to the film’s rendered backgrounds. Water allowed me to push my 2D animation and 3D rendering abilities to new heights, and I’m proud of what I put together.
Pre-UCLA portfolio. 2023 - 2024.
Here is a collection of pieces that I created before I transferred into UCLA's Design | Media Arts program. (Many of them were used in my application.) These works are more traditional and illustration-focused, preceding my recent work's shift to more computational and experience-focused spheres of design. This gallery includes paintings, character-focused art, and some early design work in the form of posters and book covers. My time spent making art and designing prior to transferring helped me hone my artistic fundamentals: balance, composition, colour, and hierarchy. My work has expanded into animation, fabrication, game-making, and 3D design, but the aesthetic skills I display in those projects were developed through work on these older pieces.
Personal Portfolio Website (Old Design). April 2026.
I designed my old portfolio site to showcase my creative and technical work, working on its information architecture, motion graphics, navigation system, and visual identity. For the visual look of my site, I wanted to pull from the darker aesthetics my work sometimes has with a tasteful navigation bar reminiscent of Puracane's 'I've Been Here The Longest' album cover. I balanced my aesthetic goals with fine-tuned margins and careful placement of my visual elements to make my site's hierarchy feel legible and engaging. Because I had never coded a project at this scale, I supplemented my coding workflow with AI, which helped me iterate on the site's JavaScript-powered animations while I learnt more about front-end development. This workflow helped me design my site's dynamic moving menu graphic where the letters spelling my creative pseudonym cycle through letterforms I constructed myself.
In addition to the aesthetic challenges of designing the site's UI, designing my site called for a lot of technical trouble-shooting. I took significant steps to reduce lag on my site, learning to host my media assets through Cloudflare and keeping my files adequately formatted and optimised. My time spent working on this website's old design helped me learn to make engaging UI, but also gave me the practical knowledge to design them more comfortably in the future.
Graphics and Media for UCLA Radio. Winter 2025 - Spring 2026.
During my time as a UCLA Radio designer, I created a variety of graphic materials in line with the organisation’s DIY aesthetics, ranging from digital marketing assets to seasonal playlist covers. Working within a branding system that called for a sense of grunginess challenged me to combine the legible cleanliness of my design work with the expressive roughness of traditional illustration. Across a wide range of deliverables, I worked to adhere to UCLA Radio's visual identity while catering to each project's demands.
In addition to digital work, I helped create merchandise at in-person screen printing booths using screens with our department’s own custom designs. These experiences allowed me to work with both digital and physical mediums as I contributed to the organisation’s public-facing brand.