About Me|

Hello! I'm Miriam, a designer and developer who loves creating immersive, story driven experiences. Whether it be games, apps, or interactive media, I focus on UI/UX and narrative design by crafting interfaces that feel intuitive and building experiences that connect with people. I bring ideas from concept to completion using Unity, Figma, and Adobe, while staying guided by how users interact with design and the stories it tells. Currently, I work with the Expressive Machinery Lab at Georgia Tech as a UX Designer for our project: LuminAI.

My Work

Blender

Modeling

Modeling Image 1 Modeling Image 2

Texturing/Shading

Texturing Image Texturing Image

Unity Projects

Ghostly Gallows (WOP)

Role: UI/UX Programmer, Game Designer, Lead Programmer, Project Lead

Ghostly Gallows is a Unity demo set in a haunted mansion, designed as a 2D isometric platformer with a touch of horror. Players explore various atmospheric rooms, including a bathroom, living room, and bedroom, as they strive to locate the mansion's elusive exit. To progress, players must complete smaller objectives, engaging in interactive mini-games to obtain crucial items like keys. The introductory level features three distinct, immersive rooms, offering a compelling and eerie starting point that sets the tone for an engaging and suspenseful gameplay experience.

Ghostly Gallows Menu Screen Ghostly Gallows Official Room Scene Ghostly Gallows Inventory System Ghostly Gallows Room Scene

Echo

Role: Creator (Focus on Programming, UI/UX, Game Design)

Echo is a narrative-driven 2D platformer game showcasing branching dialogue and player choice. I was the sole creator and team of this project, working on UI/UX, game design, narrative work, and more.

Echo Dialogue Example Echo Gameplay GIF

Virtually Real Cafe (WOP)

Medium/Genre: Slice-of-Life, Satirical, 3D/2D First-Person Simulator
Software: Godot, Blender
Theme: Coffee Shop Simulator with Future Technologies

By using Godot to make this demo of a narrative game, we aim to explore future innovations that would change the experience in a typical coffee shop. The user will play as the barista, interacting with various kinds of customers, hearing what they have to say and viewing their mood. Based on their narrative, the player determines their order using futuristic technology (with a mini game resemblant of Cooking Mama). This is our elementary development for “concept coffee” that incorporates new technologies like VR into an overall experience rather than just a regular coffee.

An interactive narrative game would allow the user some freedom in discovery and offer a satirical peek into the future. With its cartoon style, it invites players to imagine futures beyond the game and how these technologies could affect their lives.

Role: Narrative and Game Design

Virtually Real Cafe Scene 1

Adobe Photoshop

Adobe Photoshop was used to create the concept layout of all my UI/UX designs, 2D environments, and titles that required 3D text, such as in Ghostly Gallows. It was also instrumental in tweaking the lighting and color palette of sprites provided by the art team on various projects.

Education

Georgia Institute of Technology

Bachelor of Science in Computational Media (Click here for major overview and concentration information)

May 2023 - Present

CONCENTRATION: Media and Game Design

Kennesaw State University

Bachelor of Science in Computer Engineering

August 2023 - May 2024

Completed foundational coursework in game programming, game design principles, and digital art.