A multimedia artist based in Singapore who enjoys creating visual forms to express her ideas. She is especially interested in concept design, animation, illustration, and loves exploring how design can influence the way people think. She also really likes science fiction. An INTP.
Area(s) of Focus
Animation, Art Direction, Cartooning, Computer Animation, Character Design, Drawing, Digital Art, Game Design, Graphic Design, Illustration, Motion Graphics, Music, Packaging, Painting, Typography
Award(s) and Recognition
[if 310] — Dean’s list AY2013-2014, Nanyang Technological University
[if 310] — Dean’s list AY2014-2015, Nanyang Technological University
[if 310] — Dean’s list AY2015-2016, Nanyang Technological University
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Final Year Project(s)
If you had 7 days left to exist on Earth before it’s destroyed by an alien fleet, what would you do? Would people continue to go to work? Would people perhaps complete that bucket list they have? Would countries continue to remain at war with each other? Placing this fictional scenario in the form of a rather metaphorical graphic novel/comic, co-created with the responses of people, the artist seeks to evoke a sense of questioning and self reflection in the audience, and hopes to use this project as an encouragement for people to take up their personal call to adventure.
Selected Coursework(s)
Neo-Renaissance (2017)
Design for a metaphorical DIY compass set, along with a booklet describing humanism, the human potential, and identifying one’s personality type which may help people know more about themselves.
HYPERCUBE (2017)
PART 1
HYPERCUBE is a symbolic visual narrative based on Maslow’s hierarchy of needs and the search for self actualizaton – A social commentary of today. The world is always telling us what is considered ‘normal’ and ‘good’ – However, most of the time, that perspective is tainted by pride, ego, success, expectation, and the need for acceptance through conformity.
Analysis:
Macrocosm and microcosm – The old man is a representation of society, and the cube signifies the ideals of conformity that we propagate. The cube was also within him – showing the conflicting state of his inner self. At the last part, as his robe is being blown away, it symbolically means casting off one’s outer ego and reaching self actualization (white light).
View video here: https://vimeo.com/159620248
Soundtrack by Nicole Chan.
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PART 2
ENTER THE HYPERCUBE
A concept for a metaphorical/experimental game that allows players to explore the world around them to solve a mystery. It also acts as a 3D virtual reality network. It was designed with Maslow’s hierarchy of needs in mind.
View video here: https://vimeo.com/163471901
OPERATION GANGA (2017)
OPERATION GANGA is an experimental 8-bit game concept that deals with the theme of pollution in the Ganges river in India.
The game has three stages that comes with increasing difficulty. The villain of the game is the player, who gains money/ points by dumping more chemicals into the river.
It comes along with an art book, which showcases the game’s assets, and concept development.
There is also a collectible toy of the characters in the game that people can buy, in a blind box style. Each toy also comes with a unique story, contributed by people in the real world who are affected by the river’s condition. Proceeds of the sales will go to pollution relief efforts in the Ganges region.
Brand Advertising – PUMA (2017)
An advertising project in which students have to create an advertisement for a brand in newspaper, magazine, iPad, iPhone, and gif.banner formats.
Concept:
The main color chosen was yellow, to represent lightning and speed, as well as to grab attention. Shapes in the background were inspired from the form of the PUMA logo, arranged in a way that helps to guide the viewers eyes around information on the page – They are also symbolic of speed lines. The students also had to explore photography, lighting, and photo editing in order to transform a raw photo into one that was suitable for the brand – In this case, there was digital painting of the hair to create a flowing effect, editing of the model’s silhouette to create a fitter and more sporty look, and editing the lighting to create a more dramatic and intense feel.
HIVEMIND (2017)
A personal collaboration between an NTU student and an NYP (Nanyang polytechnic) student to produce a concept for a game – HIVEMIND.
It is an experimental game which deals with the ideas of conformation to societal norms, in which the main character has to look for an alternate coloured NPC (non playable character) in order to progress to the next level.
My contribution to this project would be mainly to the development of the concept, as well as the creation of the art book and other collaterals. My teammate was mostly responsible for the creation of the game assets, animation and art style of the game.