‍From research to wireframes, prototyping, and testing. I create intuitive, user-first experiences that solve real problems.
Crafting visual identities, motion graphics, and design systems that connect with people.
Translating insights into clear design direction, aligning user needs with product goals.
AR/VR prototyping in Unity, spatial interaction design, and pushing what’s possible in mixed realities.
My passion for design started in high school, where I saw design thinking as a way to combine creativity with real-world impact. University deepened my interest in AR technologies, leading me to experiment with digital-physical interactions and emerging user experiences.
Outside of university, branding & visual storytelling became a side hobby, allowing me to explore creative direction, motion graphics, and identity design. These experiences helped me develop a multidisciplinary approach to problem-solving.
Whether designing for digital experiences or spatial environments, I’m excited about crafting interactions that feel intuitive, immersive, and seamlessly integrated into everyday life—blurring the lines between the digital and physical worlds.
"Good design is more than aesthetics—it’s about creating impactful, seamless, and memorable experiences."
Representing Meta through in-store demos and customer education for Ray-Ban Meta and Quest 3, driving engagement with AR/VR products. Delivered staff training, supported technical setup, and ensured consistent brand presence across retail.
Led AR/VR design workshops for 40+ students, covering hands-on XR development in Unity and Lens Studio. Guided projects from research to prototype and collaborated with faculty to integrate immersive tech into design education.
Developed an MR Avatar proxemic rig with real-time tracking and multi-user synchronization in Unity. Integrated OpenXR, Meta SDK, and Avaturn for upper-body functionality and used Photon Fusion to enable gesture mirroring across multiple Quest devices.
Designed branding and venue assets for DreamHack Melbourne 2024, reaching 35K+ attendees. Created social media content to boost ticket sales and merchandise while enhancing the event experience with signage and stage visuals.
Researched AR interactions in museums, emphasizing multi-sensory engagement with an entomology collection. Led and analysed workshops with curators and designers to explore AR’s potential for enhancing exhibitions and storytelling.
Created a unified brand strategy across digital and physical platforms, producing 25+ assets and managing four event campaigns. Boosted social engagement by 65% while reaching 5K+ people.
The University of Sydney
The University of Sydney
The University of Sydney
95XÂ Esports
Summoners’ Society