Senior Capstone Projects
The Interaction Design Class of 2025 proudly presents their senior capstone projects. This year's projects span diverse domains, including Gaming, Data Visualization, Experience Design, Community Building, and Social Media + UX/UI.
See it all come to life at the 2025 Graduate Show.

NeuraLearn
Making learning accessible for any and every mind.
NeuraLearn
NeuraLearn is a speculative learning system for ADHD college students, built around one idea: protect the productive struggle that real learning requires, and clear only the friction that does not serve the student. Most AI tools do the opposite. They optimize for speed and completion, hand over answers, and quietly remove the cognitive work that learning depends on. For neurodivergent students, who are already failed by a one-size-fits-all education system, that shortcut deepens the gap instead of closing it. The NeuraLearn system centers on an AI agent named Sage. Sage never hands over the answer. It asks, reframes, and re-presents the material, guiding students to their own conclusions while reading their cognitive state to decide when and how to adjust. Built in mixed-reality, this demo simulates cognitive signals rather than live hardware, so people can stand inside the proposal and feel what a system that guides, instead of answering, is actually like. NeuraLearn is research to be continued at Harvard's MDE program, where the work moves toward a closed-loop architecture and a tested system.

Problem
Neurodivergent students are failed by an education system built for an average learner who does not exist. The numbers are stark. Only 58% of neurodiverse students graduate, against 79% of students without disabilities, and just 15% of students with ADHD finish a four-year degree. These students are not failing because they cannot learn. They are failing because the conditions were never built for how they think. Now there is a new pressure. 89% of US college students have used AI to do their schoolwork, and the students the system fails hardest are the ones reaching for the tool that lets them skip the work entirely. Current AI rewards speed, completion, and checking boxes, while learning requires productive struggle, retention, and the ability to apply what you learned. Research from the MIT Media Lab found reduced neural connectivity in people who used AI to write instead of doing it themselves. Offloading physically shows up in the brain, and it damages everybody, especially the students who can least afford it.
Insights
The work moved through several stages: First, secondary research established that the gap was documented rather than personal, drawing on graduation data, AI usage surveys, and neuroscience on cognitive offloading. Second, I defined a design ethos for the agent, Sage, whose toolkit deliberately excludes handing over answers, so it can ask, reframe, and re-present but never solve for the student. Third, I built the spatial prototype in Spline, SwiftUI, and RealityKit, running on Apple Vision Pro with simulated cognitive signals rather than live hardware. Fourth, I engineered a way to capture attention. Apple blocks raw eye gaze on visionOS for privacy, so I reframed the question from where the eyes point to where the head points, polling ARKit head pose at about 60 Hz and processing the logs through a Python pipeline. Fifth, I ran user testing with four participants, two neurotypical and two with ADHD. The strongest insights were that ADHD users wanted agency, not rescue, and that Sage's constant presence could itself pull focus from the task. There was clear need for this kind of system support, but introduced earlier in life to support critical growth stages, milestones, and years of self-blame.






Solution
To study attention on a platform that blocks eye-tracking, I built a head-pose capture system that produces per-scene heatmaps and trail overlays on the recording. Testing with four participants surfaced clear signals: ADHD users want agency, not rescue, which validated the guide-not-hand-over principle; Sage worked as a body double; and its floating presence and split spatial layout added cognitive load worth redesigning. The honest open question that remains is telling productive struggle from unproductive struggle in real time, which is exactly what the next phase of the research will go after.
Fates Echo
A video game that disrupts the idea and stereotypes of what LGBTQ+ looks like in video games.
Fates Echo
Fates Echo is a 32-bit pixel-based dungeon crawler video game designed to challenge stereotypes about LGBTQ+ video games through its fun and engaging story and gameplay. It serves as an exploration and demonstration of expertise in front-end game development while providing experience in cross-functional collaboration within game development, to have a playable demo by the semester's end.

Problem
Out of all the active gamers in the world in 2023, 17% identify as LGBTQ+, but only around 2% of games on major online stores feature LGBTQ+ characters and stories.
Insights
The majority of LGBTQ+ gamers use gaming as an opportunity to find refuge from real-world discrimination. Making representation an important tool to help this community find visibility and acceptance in the broader society where their rights are constantly at risk.






Solution
By focusing on front-end and cross-functional game development, create a video game love story about two LGBTQ+ characters, where one is traversing space in order to get back to their partner. By making the narrative centered in the genre of a dungeon crawler it will break the ideas and stereotypes that are generally associated with the community. The game will demonstrate that representation and qualities the community possesses, such as determination, resilience, and perseverance can lead to positive outcomes for LGBTQ+ and non-LGBTQ+ gamers.
Reimagining Genie+
A redesign of Disneyland Resort's infamously unpopular "skip-the-line" service, Genie+.
Reimagining Genie+
This redesign of Genie+ aims to enhance the visitor experience by restructuring service functionality, improving the digital user interface, and better integrating the service within the physical park space, transforming the guest experience for Disneyland Resort's infamously unpopular "skip-the-line" service.

Problem
Since its launch in October 2021, Disneyland Resort's Genie+ has faced widespread dislike from both first-time visitors and regular park-goers. The service, intended to enhance the visitor experience by allowing guests to skip regular queues for select attractions, has been criticized for its complex interface, inefficient booking system, and overall inability to meet guests' needs. Key issues include long waits for return times to be called, increased phone dependency, and a confusing user experience on the Disneyland app, leading to frustration and dissatisfaction among park guests.
Insights
During the 16-week redesign project, several key insights emerged from my user research and testing. Interviews with park guests at Disneyland revealed that the long waits for return times and the need for constant phone usage are major pain points, often leading to one person in the group becoming the designated "planner." Besides the interviews, I followed two test subjects around Disneyland where they interacted with the current structure of Genie+, which highlighted the inefficiency of the booking process, with return times not being held or updated live, and an overly text-heavy interface complicating navigation. Lastly, after sending out a mass online survey for park visitors, I discovered that the ability to book multiple rides simultaneously would drastically increase the popularity of the service for 30 out of the 39 surveyees. These insights drove my redesign focus on improving the overall user experience by addressing these specific issues.






Solution
Due to the service's multi-world functionality, my redesign solution encompasses three fundamental areas of improvement: restructuring service functionality, enhancing the digital user interface, and seamlessly integrating the service within the physical park space. For the first portion of my solution, which delves into the structure of how the service works, I implemented a new booking structure that allows guests to book 2 experiences at once instead of 1. This implementation encourages guests to use one of their reservations for one of the more popular rides and use their second reservation in the meantime while they wait for the first ride, diminishing the feeling guests get from not using Genie+ to its fullest capabilities. The second part of my redesign prioritizes enhancing the digital user interface. The new UI supports the implementation of a 6-minute timer by incorporating an onboarding screen at the start of the booking process, reducing guest stress. Additional enhancements include a sticky timer for constant visibility, alternative sorting methods for attractions, and a revamped home page emphasizing the two-attraction booking structure. Lastly, to improve how Genie+ interacts with the physical space of the parks, my solution implements a better check-in process for guests when their return times are called at their booked attractions. Instead of having to open up their phone and search for their return time QR codes in the app, guests can simply add their tickets to their mobile device's wallets and tap their phones to the Genie+ scanners at the front of the attraction. This holistic approach to redesigning Genie+ solves several of the pain points found in my research and ensures that guests feel confident that Genie+ is a beneficial add-on to their trip.
ReadySetFly
A travel assistant app designed to help infrequent flyers navigate confusing airport procedures with
ReadySetFly
For this project, I wanted to create a digital tool that simplifies airport navigation for infrequent flyers, offering step-by-step guidance from pre-flight preparation to post-flight procedures. My design goal was to enhance the overall travel experience and reduce stress associated with air travel.

Problem
The airport experience can be stressful and overwhelming, especially for infrequent flyers. This leads to anxiety, confusion, and potential disruptions during travel, impacting the overall enjoyment of the journey.
Insights
Many travelers, particularly infrequent flyers, struggle with navigating complex airport procedures. They often face difficulties such as finding check-in counters, understanding TSA processes, locating boarding gates, and managing unexpected situations like flight delays or baggage issues. Additionally, airline websites are often not user-friendly, making it hard for travelers to find the information they need.





Solution
ReadySetFly is a user-centered mobile application designed to alleviate the stress and uncertainty associated with air travel, particularly for infrequent flyers. The app provides personalized guidance and comprehensive information to navigate airport procedures seamlessly.
Ukiyo Zine
A zine and website dedicated to fostering a sense of community and cultural exploration for immigran
Ukiyo Zine
Ukiyo Zine bridges the gap between generations and ignites a passion for Japanese culture. It's more than just a magazine and website – it's a vibrant online community. The website offers a clean and informative entry point, while the magazine bursts with color and captivating visuals. Each issue explores various aspects of Japanese culture, from culture and lifestyle to history, food, and art. Through engaging articles, stunning design and photography, and interactive elements, Ukiyo Zine fosters a love for Japan and a sense of belonging.

Problem
Immigrants and those interested in exploring their heritage often feel a disconnect from their cultural roots. Existing resources can be dry or cater to niche audiences. While numerous online communities exist, finding the right one feels like searching a scattered internet landscape, making it difficult to build a sense of connection.
Insights
People crave a sense of community and belonging, especially those who may feel disconnected from their heritage. They are drawn to visually appealing and interactive content that goes beyond stereotypes and offers a deeper understanding of their cultural identity. Additionally, easy access and a welcoming environment are crucial for fostering connections.






Solution
Ukiyo Zine creates a vibrant online community alongside a captivating magazine experience. The content is informative and engaging, catering to both those curious about Japanese culture and second-generation immigrants seeking to reconnect with their roots. Ukiyo Zine goes beyond just information – it provides a platform for interaction, allowing users to find others who share their interests and build a sense of belonging.
Sowing Seeds of Support
A social impact design project focused on improving communication and engagement strategies for Harv
Sowing Seeds of Support
Sowing Seeds of Support is a social impact design project focused on enhancing the communication strategies of Harvest Home, a nonprofit organization dedicated to supporting pregnant women experiencing homelessness. The project aimed to streamline Harvest Home’s mission and values communication to engage a modern audience and cultivate greater donor and volunteer support. By leveraging storytelling and digital media, the project created a more personalized and impactful portrayal of the organization’s work, showcasing the diverse backgrounds and resilience of the women they serve. This comprehensive strategy included an updated website section featuring alumni stories, proposals for expanded social media presence, and promotional materials to drive engagement and support.

Problem
Harvest Home needed to modernize their communication strategies to effectively convey their mission and values, aiming to increase donor and volunteer engagement while addressing the diverse needs of the pregnant women experiencing homelessness that they serve.
Insights
Through workshops and interviews with Harvest Home staff, it was discovered that personal stories of the women they serve were powerful tools for engagement. Highlighting the diverse backgrounds and resilience of these women would better convey the impact of Harvest Home’s work and connect more deeply with potential supporters.






Solution
The project developed a comprehensive communication strategy that included an updated website section featuring impactful alumni stories, proposals for expanding social media presence to platforms with higher engagement, and the creation of promotional materials highlighting Harvest Home’s mission, needs, and community impact.
Hexone - SAAS
SAAS for productized businesses
Hexone - SAAS
Hexone is an all in one software solution for small to medium sized (1-10 people) creative agencies. This SAAS allows these agencies to offer their services as a subscription.

Problem
Many business owners struggle with having to juggle multiple applications to run their business. Productized businesses are also difficult to scale, due to the nature of creative services.
Insights
To build a successful productized business, you have to focus a lot of effort on creating processes, systems, and being an exceptional leader. You also have to set very specific scopes for the services you are offering.






Solution
Hexone acts as an all in one platform that helps to streamline the management of these productized businesses. It handles the heavy lifting from onboarding to task completion, this solution has just about everything you need to run a successful productized business.
City Screamer
An Isometric City Pop Video Game Project
City Screamer
An isometric, adventure game taking place in a dystopian City Pop setting. Battle through enemies, and enjoy the city life. Travel into the unknown, will you be about it?

Problem
Game Development is a new experience for me. There was a lack of familiarity of development tools, work flows, and learning how to program. Along with creating visual and narrative concepts for an engaging game. It was a challenging barrier to entry working with so many components.
Insights
Very quickly I realized that time management and documentation was important for my progression. Game development usually has several teams working on several components so the burden isn't on one person. That meant making sure I wasn't focusing too much on one aspect of the game and giving myself breaks to work on other components






Solution
Project Management. Giving myself reasonable deadlines and expectations. Making sure that I don't tunnel vision too much into one aspect of the game and giving myself time to work on the other components. More importantly documentation so that each week I know how much I progression I have made and where to use my time the following weeks.

Health: The Whole Story
An innovative health management app that merges quantitative medical data with qualitative personal
Health: The Whole Story
Health: The Whole Story is a cutting-edge app designed to bridge the gap between clinical health data and personal wellness experiences. By integrating these two aspects, the app offers a nuanced approach to health management, tailored to each user's unique health profile

Problem
Traditional health management often fails to consider the subjective personal experiences that significantly impact an individual's well-being, leading to a one-size-fits-all approach that lacks personalization and effectiveness.
Insights
Research and user feedback revealed a significant demand for a more personalized health management system that considers both qualitative feelings and quantitative data to provide a holistic view of health.
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Solution
Cohort 7: Capstone Asset Collection Form - IxD Student Profile Projects (Responses) 100% 10 M10 An app that combines personal health metrics like mood and activity levels with medical data such as blood test results, using both to generate personalized health insights and recommendations. An app that combines personal health metrics like mood and activity levels with medical data such as blood test results, using both to generate personalized health insights and recommendations. Turn on screen reader support To enable screen reader support, press Ctrl+Alt+Z To learn about keyboard shortcuts, press Ctrl+slash
Crowdilst at Coachella
An interactive digital and physical experience that allows fans to tell music festivals in this case
Crowdilst at Coachella
Coachella was once hailed as a bucket-list music festival for many festival lovers, however, fans feel that the lineup fails to justify the expenses and hassles associated with the festival, which has led to decreased ticket sales and a less vibrant festival atmosphere. To address this, I created Crowdlist at Coachella, an experience transforming passive attendance into active participation. Crowdlist offers a physical and digital space where fans can vote for up to 10 artist’s they’d like to see on next year’s lineup, making the process fun and engaging in a pop-up studio that reflects the festival's desert vibe. The collected data will help organizers shape future next year’s line up and create evolving digital artwork throughout the festival weekends. Additionally, Crowdlist extends beyond the event, allowing past and current ticket holders to vote on a curated lineup through the Coachella website. This experience aims to revitalize Coachella’s reputation, attract new and returning audiences, and enhance the overall festival experience. Through this participatory and data-driven approach, Coachella can regain its status as a must-attend event for music lovers worldwide.

Problem
Cohort 7: Capstone Asset Collection Form - IxD Student Profile Projects (Responses) 100% 10 K8 Currently Coachella ask's fans to purchase tickets almost a year before the festival takes place. Fans won't know who's on the line up until 3 months before the festival takes place. During the time between tickets release and line up drop' Coachella's lineup is curated behind the scenes by Goldenvoice and artist representation. In the mean time fans post their finely-tuned dream line ups on subreddits and discord hubs, in the hopes of influencing any lurking festival organizers. Event organizers do send out a lengthy survey with only 2 questions out of the almost 50 focused on future performers. Music festival fans invest their money and time into tickets, transportation and more without knowing whether this experience will be "worth it" in the end, leaving them with only two options sell their tickets, sometimes at a loss or go any way but what was supposed to be a once in a lifetime festival starts off soured. Currently Coachella ask's fans to purchase tickets almost a year before the festival takes place. Fans won't know who's on the line up until 3 months before the festival takes place. During the time between tickets release and line up drop' Coachella's lineup is curated behind the scenes by Goldenvoice and artist representation. In the mean time fans post their finely-tuned dream line ups on subreddits and discord hubs, in the hopes of influencing any lurking festival organizers. Event organizers do send out a lengthy survey with only 2 questions out of the almost 50 focused on future performers. Music festival fans invest their money and time into tickets, transportation and more without knowing whether this experience will be "worth it" in the end, leaving them with only two options sell their tickets, sometimes at a loss or go any way but what was supposed to be a once in a lifetime festival starts off soured. Turn on screen reader support To enable screen reader support, press Ctrl+Alt+Z To learn about keyboard shortcuts, press Ctrl+slash
Insights
Music is King at Music Festivals. People buy tickets to Music festivals to see their favorite Artists perform. Any other experiences that can be found at the festival are the cherry on top of the cake. I spoke to one fan who told me in 2018 she bought tickets for weekend two after watching favorite her favorite Artist Odesza on the weekend one live stream. In my first phase of interviewing, I spoke with 5 people who said that there was at least one artists that if they saw them on the current line up they would buy a ticket. I interviewed 5 people at Coachella and one person called the current line up trash and another said this line up didn't; make her "scream" like previous ones have, both were unsure if they'd by tickets for next year. People also do like to discover new music, however they want to do it in a way that is low stakes and before the event so that they can build the relationship with the artist's music. All of the people I interviewed used Spotify as their preferred music streaming platform and one said the platform's algorithm helped them discover new music.






Solution
Crowdlist is an interactive experience allowing fans to help shape next year’s Coachella lineup by asking fan's: Who would you like to see on next year’s lineup?”. Attendees can access Crowdlist through the Coachella app or at a studio pop-up on the festival grounds. The studio, designed as a social hub featuring trending music, a digital display where votes are translated into digital art that evolves over the two festival weekends. The studio is equipped with iPads and chargers to ensure reliable access. Hosts are available to assist and explain the process. Voting requires attendees to confirm their wristband registration information, ensuring exclusivity to festival-goers. Each person can vote once per weekend, selecting up to 10 artists, with one vote per artist for fairness. Fans can search for artists or browse by popularity, genre, or type. If an artist is not listed, attendees can add them. Artists’ popularity increases with the number of votes they receive. Once satisfied, fans cast their votes. The Crowdlist experience extends beyond the festival. Voting continues through the Coachella website or app during the first three months of ticket sales, limited to the top 150 artists gathered during the festival. This encourages early ticket purchases and timely data collection. Digital artifacts, including the final rendering of the voting art and an official Coachella playlist, supplement the experience. While not every fan-chosen artist may make the lineup, the playlist helps fans connect with new or unfamiliar artists likely to appear next year.
WanderLens
A photographer's very own location finding companion.
WanderLens
WanderLens is a mobile app and VR experience aimed to assist photographers in location finding for their next photoshoot. This tool reintroduces the way photographers and explorers scout for new exciting locations to venture at.

Problem
Currently, we have access to tons of resources that help us find great places to travel to such as Tripadvisor or Google Maps. These sites provide basic information and directions on how to get there. Yet, these tools often fail to accurately depict the exact appearance of a specific location. As a photographer, it's challenging to convey the envisioned scene without a comprehensive view of the entire space. Not all websites advise photographers with the correct information such as photography permits and visitor rules. This along with accessibility problems have been a common issue when finding the perfect place to take pictures at. Visitors aren’t the only ones with travel issues, property owners also find themselves frustrated with miscommunication regarding what is allowed at specific locations. This unfortunately leads to trash and vandalism at sites. Ultimately, searching for locations to take pictures is still very difficult. With a lack of property knowledge beforehand, both visitors and property owners have a frustrating time.
Insights
To better understand how WanderLens was going to be designed, I gathered insights that helped me figure out what was most needed in my solution. I first went out to study how photographers find ideal locations. I had a proficient photographer try to locate and recreate a specific photo along with giving them the liberty to find it however they choose. Which ultimately resulted in him struggling due to terrain similarities, emphasizing the need for varied perspectives to pinpoint locations accurately. I then gathered information on what makes a location unique. My findings revealed that people associate places with relationships and personal experiences. Some locations hold significance due to past events, which motivates people to visit less popular spots. With the right context and information provided, visitors showcase more respect for these destinations. Last, I revisited the topic of inspiration for other exploration apps like Explorest, which offers sought-after travel destination coordinates. This app has influenced the development of WanderLens and how it appeals to photographers. Another app called Sky Guide, a star tracker app utilizing AR, has inspired WanderLens' approach to making use of 360-degree panorama movement using the device’s compass.






Solution
WanderLens is a new way to find and scope out photo-worthy locations dedicated for photographers. It offers a range of information such as descriptions, weather, best time to be there, parking information, rules, and reviews. This eliminates the tedious task of searching for additional information online. Users can also explore a location in its entirety through 360-degree imaging using a VR headset. Unlike the mobile app, the VR experience offers users a highly realistic and precise representation of the scene. Complete with detailed visuals and immersive sound, making them feel as if they are truly there.
Yarn Lost
Branding and product design for a knitting company
Yarn Lost
A brand for discerning knitters who craft as an art, crave innovative tools, and want to support makers.

Problem
Existing knitting brands are either on-trend but underdeliver on the pattern and yarn quality or have more conservative patterns with quality instructions and yarn. There is also a lack of size diversity in marketing and in pattern offerings.
Insights
Through user interviews I learned that there are underserved portions of the market: plus-sized knitters who want well-fitting garment options, knitters who want transparency in yarn sourcing and dyeing, and those who are intimidated or confused by traditional patterns.






Solution
Yarn Lust: a knitting brand committed to catering to different needs while maintaining quality. It offers innovative approaches to creating garments and works with small makers to source sustainable yarns. My final designs include a knitting kit prototype (branded yarn and a printed pattern), a digital tie-in to the pattern that allows for easy navigation, an e-commerce website, and a merchandising display.
Spod
An asymmetric gaming experience that connects a person using a VR headset with a person without a he
Spod
Solve a sci-fi puzzle box with a friend in VR in the game of Spod. Spod uses an asymmetric experience to connect a person using a VR headset with a person without a headset. Rotate a knob in real life to see elements of a puzzle rotate in VR.

Problem
Virtual reality can be a powerful tool to connect the physical and digital worlds and connect people in different locations. However, many VR experiences today are limited to the digital world. Many multi-user VR experiences place all users into the same digital world and people in the VR headset are cut off from the physical world.
Insights
Cohort 7: Capstone Asset Collection Form - IxD Student Profile Projects (Responses) 100% 10 L5 Play is a very good way to teach new concepts so I decided to frame my world in the context of a game. As players progress through the experience, they learn more about the rules of this world and how to use them to their advantage. A timer instantly creates urgency. Even if a particular task is not very fun, having to complete it in a certain amount of time makes it fun. Technical constraints are an opportunity for creativity and unexpected interactions. Letting technology and mechanics lead the way when creating puzzles can be instructive and inspiration. Play is a very good way to teach new concepts so I decided to frame my world in the context of a game. As players progress through the experience, they learn more about the rules of this world and how to use them to their advantage. A timer instantly creates urgency. Even if a particular task is not very fun, having to complete it in a certain amount of time makes it fun. Technical constraints are an opportunity for creativity and unexpected interactions. Letting technology and mechanics lead the way when creating puzzles can be instructive and inspiration. Turn on screen reader support To enable screen reader support, press Ctrl+Alt+Z To learn about keyboard shortcuts, press Ctrl+slash






Solution
You and your friend play as a trapped space traveler and voice-controlled AI to work together to escape from a mysterious alien puzzle box. The player wearing a VR headset plays the role of a voice-controlled AI. They have a control board in front of them with various knobs and sensors. When they manipulate the control board, it changes the VR space in real time. The other player is wearing a VR headset and they play the trapped space traveler. They are inside an alien puzzle box. However, they cannot control their environment on their own. Using each of their unique perspectives, both players have to talk to each other to solve the puzzle.
Ventura Girls
A videogame born from passion, dedication, and a whole lot of learning curve.
Ventura Girls
For our senior capstone in the IXD program, we were asked to make something that complimented all the work we had achieved in our studies. The prompt was wide open; we could do any kind of design that interested us, or fill a gap in our portfolio that we were interested in. I decided to really have fun with it and go all in on a dream project of mine: developing a video game.

Problem
The "problems" this project solves for are more personal, one problem that I didn't have any video game projects in my portfolio. However, there is a systemic problem I think this project also addresses: the lack of women in video games. Women, both as characters in games and developers of them, continue to be ostracized, and by solo-developing a game featuring women characters as the protagonists, I like to think I bring something to the table. However, the main problem remains ultimately personal, where I wanted to create a video game, but had never actually done so before.
Insights
I knew by tackling a game development project I would really be allowed to flex my skills not only as an interaction designer, but as a writer, artist, and programmer. I'd never worked in Unity or C# before but I thought that tackling something like this head-on would also be a great exercise in learning a new tool quickly. Additionally, it was imperative that I strengthen my project management skills so that I could block my time effectively to create a deliverable by the end of the semester I could be proud of. There were bumps along the road for sure, mostly in the time management sector; I found that one piece of background art could take me twelve or more hours. Scoping became key to the success of the project, and outside insights I gained from interviewing people in the game industry cemented the importance. Though I wasn't able to deliver a fully polished, fully finished game by the end of the sixteen weeks, I knew I could come through with something both playable and beautiful!






Solution
The semester finished with a presentation, which I treated like a pitch, and our grad show, where I was able to present and test a playable demo for the rhythm section of my game, as well as selections of art and other visual developments for folks to check out. I was really happy with the result, and it was received well! I'm excited to continue working on Ventura Girls, and see it through to completion, and was grateful for the opportunity to explore a space that had always interested me in the world of technology and design.
Fates Echo
2D top down dungeon crawler pixel art based video game.
Fates Echo
A collaborative project between Kris Bumford and myself where we aimed to great our first video game. Fates Echo is a 2D top down dungeon crawler, where you follow the hero Rodelt as he ventures into a dungeon in order to support his failing shop that he runs with his partner Dorin. Unfortunately once Rodelt reaches the end of the dungeon where the treasure is... he dies. The game begins when Rodelt awakens at the end of the dungeon as a ghost, where he meets a ghostly goat guide named Amber. Together they make their way out of the dungeon while assembling Rodelt's fragmented memory of his past.
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Problem
Kris and I wanted to learn what it takes to create a video game from the ground up. While Kris handled a lot of the front end development, where I worked on the back end. Working cross functionally learning the development process from start to finish.
Insights
We learned early on that our initial ideas for our game were very ambitious. After meeting with some experts in the gaming industry we learned that we were going to have to dial back the scope of the project if we wanted to have a functional demo by the end of the semester. As well as having a timeline that we followed to ensure we created our deliverables as Kris created the sprites and animations, it was on me to implemented into Unity and polish out any bugs that arose during the process.
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Solution
By the end of the semester we were able to successfully create a demo for our game that we published to itch.io. This project was a large undertaking but we are very happy with the results and will continue development on this project to further develop Rodelt's story and to hone our skills in game development even further. If you are interested in the demo here is a link to our itch page : https://fates-echo.itch.io/fates-echo

Building Business Careers in Sustainability at SMC!
A roadmap guide designed to help students and professionals pursue sustainable business careers thro
Building Business Careers in Sustainability at SMC!
"Building Business Careers in Sustainability at SMC" is a project aimed at providing students and early professionals with a roadmap to navigate and pursue careers in the emerging field of sustainable business. This guide includes detailed information about relevant courses and certifications, explores various sustainable industries, and offers access to mentorship opportunities both within and outside the SMC community. The goal is to inspire and equip individuals with the necessary skills and knowledge to thrive in sustainability-focused business roles.

Problem
With the lack of promotion of sustainable business courses and certifications at SMC, many students are unaware of the benefits of sustainability education and how it can propel their careers to pursue an impactful career. Information on the SMC website includes an abundance of information on sustainability and the initiatives being promoted on SMC’s platform. What if we highlighted sustainable business education by promoting these courses in a comprehensive guide to propel students and early professionals' careers into business sustainability?
Insights
Through surveys and feedback from students and professionals, it became clear that there is a strong interest in incorporating sustainability into their careers. Key insights include: -The importance of having clear, accessible information on sustainability courses and how it benefits professional careers in business. -Direct links and interactivity to learn more about business sustainability on different platforms i.e sections of the SMC website, job boards, and sustainable events. -Access to networking opportunities and career pathways related to sustainability.






Solution
The solution is a comprehensive guide titled "A Roadmap to Sustainable Business Careers at SMC." This guide provides detailed information on educational resources, breaking down course highlights and business certifications offered at SMC. It also explores various sustainable industries and career paths, preparing professionals to enter these fields. Additionally, the guide includes tailored content from sustainable experts, offering students the opportunity to learn about and inquire about sustainability education at SMC. This support is crucial for students pursuing education and involvement in sustainable initiatives and jobs. To enhance visibility and engagement, the guide will be promoted through collaboration with SMC’s social media team and QR code signage on campus. Finally, it offers practical tools like SMART goals templates and a contact page, enabling students to reach out to counselors and industry professionals for personalized advice.
Safe Sight
AR tech to assist drivers in unsafe driving conditions
Safe Sight
Problem
Insights
Solution
Didi
A peek into the future of mobile operating systems
Didi
Problem
Insights
Solution
Mosaic
A dashboard to help teams streamline their workflow
Mosaic
Problem
Insights
Solution
At The Table
Ceramic tableware featuring conversation prompts
At The Table
Problem
Insights
Solution
Caregiver Research
Caregiver Research
Caregiver Research
Problem
Insights
Solution
BrewFest AR
Interactive Beer Experiences
BrewFest AR
Problem
Insights
Solution
HiveScout
GIS application to help beehive inspectors work faster
HiveScout
Problem
Insights
Solution
Valorant Redesign
Redesigning Valorant’s UI
Valorant Redesign
Problem
Insights
Solution
Fates Echo
A video game that disrupts the idea and stereotypes of what LGBTQ+ looks like in video games.
City Screamer
An Isometric City Pop Video Game Project
Ventura Girls
A videogame born from passion, dedication, and a whole lot of learning curve.
Fates Echo
2D top down dungeon crawler pixel art based video game.
Valorant Redesign
Redesigning Valorant’s UI
Ukiyo Zine
A zine and website dedicated to fostering a sense of community and cultural exploration for immigran
Hexone - SAAS
SAAS for productized businesses

Building Business Careers in Sustainability at SMC!
A roadmap guide designed to help students and professionals pursue sustainable business careers thro
HiveScout
GIS application to help beehive inspectors work faster
Nubo
Home Air Quality Companion
NeuraLearn
Making learning accessible for any and every mind.
Crowdilst at Coachella
An interactive digital and physical experience that allows fans to tell music festivals in this case
WanderLens
A photographer's very own location finding companion.
Spod
An asymmetric gaming experience that connects a person using a VR headset with a person without a he
Legacy
A yearbook project
BrewFest AR
Interactive Beer Experiences
ReadySetFly
A travel assistant app designed to help infrequent flyers navigate confusing airport procedures with
Sowing Seeds of Support
A social impact design project focused on improving communication and engagement strategies for Harv
At The Table
Ceramic tableware featuring conversation prompts
Gift
Make People Shine
Caregiver Research
Caregiver Research
Reimagining Genie+
A redesign of Disneyland Resort's infamously unpopular "skip-the-line" service, Genie+.

Health: The Whole Story
An innovative health management app that merges quantitative medical data with qualitative personal
Yarn Lost
Branding and product design for a knitting company
Safe Sight
AR tech to assist drivers in unsafe driving conditions
Didi
A peek into the future of mobile operating systems
Mosaic
A dashboard to help teams streamline their workflow
