When I was 10, I used to create experiences in Minecraft ↗ and The Sims ↗. Now, I make them in real life.





I've always been drawn to crafting the experiences people move through. I love hosting, planning, programming, taking on the organizing so my guests can have fun. If I can bring people joy outside their daily routines, then my job as a designer is done (˘͈ ᵕ ˘͈♡)˚๐*˟♡.
These are ideas I come back to when I'm designing, and looking at other designs (less rules than instincts I've picked up along the way). Open one up to see what I mean!
1
My family is a football family. I am not. What actually fascinated me as a kid was the broadcast itself, the glowing first down line laid over real grass, the motion graphics stitched into every stat cutaway and player intro. I'd sit there playing with it in my head, prying apart how the designers layered footage over stills, how those glossy shapes moved and broke apart between plays and commercials, like it was a toy I could take apart and rebuild.
That's still how I design; scavenging corners of the internet, shop windows while traveling, a Steelers game I wasn't even trying to watch, and when I can't build something yet, I take it apart in my head just to play with the pieces.
2
Living in DC means I have seen rendition after rendition of the same projection-room exhibition, ticketed at $30 and advertised to me countless times on Instagram.
The technology that creates these rooms is very cool. And that's about where the experience ends. I've read reviews that complain that once you've digested the art, there's not much else that your ticket buys, and it frustrates me as a designer because these inspired works (often Van Gogh or Monet) provide so much room to generate concrete, engaging experiences outside of just spectacle.
3
I think about design a lot like ceramics. The first step is just getting the big mound of clay onto the wheel, something to actually push against, and only then do you slowly work it toward its shape.
When I sculpt, I sculpt fast. Changes need to move at the same speed as my mind, before the idea slips away. I make a lot of small moves in short bursts, and they add up into something cohesive, until I hit that sense of contentment I'm always chasing in a design.
4
Being a student with a plethora of big, big ideas, and little means of time, money, and resources is quite the challenge as a creative. But it's taught me to be scrappy, and that most design problems, digital or physical, are solvable if you think hard enough about how to approach them.
Software stops being a limitation once you know how to combine the right shapes and colors into something more complex, and full experiential builds are possible if you're willing to scavenge the halls, backrooms, and occasionally the dumpsters of a college campus.
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Amazon Project Kuiper |
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Abercrombie & Fitch Co. |
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The Petal Project |
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Hirshhorn Museum |
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Student Entertainment Events |
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Hack4Impact |
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Technica |
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Digital Infuzion |
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