I build technology
around how people feel.

Explore the work

My Work

Three ways of caring.

Social Game, Interactive World

What if a game could feel like a place to breathe?

I designed a quiet interactive world with no competition, no pressure, and room to be alone. The project explores comfort as a game mechanic, not a reward after winning.

My Work

  • Concept
  • World design
  • Development
Problem01

Many games create energy through scores, opponents, and urgency. I wondered how an interactive world could instead create a sense of comfort and relaxation.

Motivation02

I wanted to build a space where players could slow down, explore at their own pace, and enjoy being alone without feeling pressured to achieve something.

Build Process03

I designed the world around quiet exploration and low-pressure interaction, removing scores and competition so that interaction itself could become the experience.

Reflection04

The project showed me that game mechanics do not always need to push players forward; sometimes, giving them space to simply stay and explore can be just as meaningful.

Competition to Comfort

Imagine a world where there’s no competition and you can have a safe space where you can be alone. I created a website called Ian’s World in hopes of creating a great game where people can enjoy and relax.

Ian’s World gallery of games, drawings, and interactive coding experiments
A collection of experiments

I created 41 games to give people the freedom to let their minds do anything they want.

Random Colors experiment showing a trail of multicolored circles alongside my reflection
Random Colors / Designing surprise

My game isn’t about skill, it’s just to relax and to let your mind do anything with the blocks.

About me

Me assembling the yellow AriA companion robot

Curious about the space between engineering and emotion.

I’m Ian, and I’m interested in how technology can respond to the way people feel. I’m drawn to questions that begin with everyday experiences: how a game might offer a place to relax, how a robot might make time alone feel less lonely, or how a website might help someone feel more confident in a choice.

I learn by making. Through Ian’s World, I explored open-ended play without the pressure of competition. With AriA, I brought conversational software and hardware together in a companion robot. Working on EANAE’s website and AI makeup features gave me a different perspective: building with a design team and thinking about the people who would actually use the result.

Across these projects, I’m learning to pay attention to both how something works and how someone experiences it. I want to keep developing the technical skills to turn an idea into something tangible, while staying curious about the needs behind it. For me, building starts with noticing a person, a feeling, or a question worth exploring.