Naruto Gloves (2019)

alternative game controllers


>> READ FINAL PROCESS HERE <<


The Naruto Gloves are a prototype of experimental game controllers designed for player immersion in the video games from the Naruto franchise. Within the Naruto universe, attacks (jutsus) are generated by channeling chakra—an innate life energy—through a combination of hand signs (hand seals). Our gloves allow video game players to physically act out the hand seals in order to virtually attack their opponents through the use of conductive fabrics and an Arduino Micro. Signs correspond to a specific key/button on the game. Additionally, our play mat made of conductive materials allows for the user to navigate the game DDR-style with left and right movement.


There are three build objects: 1) a pair of fingerless black shinobi gloves, 2) a pair of forearm guards, and 3) a play mat. The wearables are all styled after Kakashi, one of the main characters in the storyline. The play mat also features symbols and colours referencing the characters.


Our goal is to bridge the gap between the physical and digital world through game interfaces.Tapping into cosplay culture and evoking nostalgia in long-time fans, we create an immersive experience where the player can suit up and step into the world of Naruto.


My role in this project was ideation, concept development, glove & play mat interaction design, and build (left glove, play mat).


Naruto Gloves (2018)

alternative game controllers

*prototype version*


>> READ FINAL PROCESS HERE <<


The Naruto Gloves are a prototype of experimental game controllers designed for player immersion in the video games from the Naruto franchise. Within the Naruto universe, attacks (jutsus) are generated by channeling chakra—an innate life energy—through a combination of hand signs (hand seals). Our gloves allow video game players to physically act out the hand seals in order to virtually attack their opponents through the use of conductive fabrics and an Arduino Micro. Signs correspond to a specific key/button on the game. Additionally, our play mat made of conductive materials allows for the user to navigate the game DDR-style with left and right movement.


There are three build objects: 1) a pair of fingerless black shinobi gloves, 2) a pair of forearm guards, and 3) a play mat. The wearables are all styled after Kakashi, one of the main characters in the storyline. The play mat also features symbols and colours referencing the characters.


Our goal is to bridge the gap between the physical and digital world through game interfaces.Tapping into cosplay culture and evoking nostalgia in long-time fans, we create an immersive experience where the player can suit up and step into the world of Naruto.


My role in this project was ideation, concept development, glove & play mat interaction design, and build (left glove, play mat).


Prototype Process:

http://blog.ocad.ca/wordpress/digf2004-fw201802-01/2018/11/experiment-3-naruto-glove-game-controller/

[AR] Robot Invasion (2019)


Robot Invasion is an AR-scene where a viewer is a mere bystander in the destruction of the virtual world. Upon entering the scene, one sees a hole broken through a wall (placed by image tracking), and through the hole one can see a city being destroyed under red skies. The hole bursts outwards; looking up, one  realizes the cause of the hole: a Robot that has crossed into ours. 


This scene intends to play on the strength of AR and combine the virtual and physical worlds by leaving areas of the real world untouched, and creating clear boundaries between the two. The lines and ties are strengthened by the realization that they can be crossed, and forcefully so in this scene of destruction where the viewer is powerless but to watch.  


My role in this project was mainly visual direction and 3D modelling.  

alchamation (2019)


>>VIEW PROCESS HERE<<


AR/VR often unconsciously end up being socially-isolating, sedentary experiences by nature. My team wanted to work around that by introducing a cooperative element.


We were inspired by alchemy and magical girl themes: the idea of mixing different elements and powers (including those of friendship!) to create something bigger and better.

We created a set of themed tattoos that, once detected in combinations with another, could give the wearers different magical powers. If all three sigils were present, the three users could summon a grand ball of light.


While currently designed as an installation and singular experience, where users apply the temporary tattoo on their hands and bump fists over a “summoning circle”, I believe there’s potential for this to grow as a commercial game and ARG. along the lines of trading card games and LARP-ing.


>> VIEW PROCESS HERE <<


collaboration with Mahnoor S. & Tyra D. Costa. My role was ideation, physical design, installation design, and Unity shaders. 

gathers no moss (2019) 
hybrid media installation


gathers no moss is an installation about the relationship between growth, cyclic time, and human interference.


The technical set-up consists of three static screens arranged in a circle in the middle of the room. Above on the ceiling, a live webcam tracks motion data from all visitors; once the viewer enters, the installation comes to life. As the viewer circles the screens to see all the animations, the speed and direction of their movements (corresponding to a circular track) is recorded.


This data is fed realtime into the video playback of each animation; the speed and direction in which the viewer travels controls the speed and direction that the video is played. As the viewer circulates through the installation, the imagery shifts from barren concrete to blooming flora; or vice versa. Perhaps, the viewer decides to stay still; then the growth stops, waits.


Growth is depicted as a finicky god. Though we know growth, the concept, to happen naturally over time, we demonstrate a second necessity to it with this addition of motion. One doesn’t grow by standing still; one grows by breaking out running. And it’s regressive, as well! The direction you take matters. The nature imagery--a staple to a metaphor of growth--is expanded into a metaphor for human growth. 

I worked on the MAX 8 patch as well as the concept development and installation logistics.

video link: https://vimeo.com/315525275

Organ Without Body (2019)


How do we create augmented reality by bringing the virtual world into the physical, rather than the other way around? Often nowadays, the concept of AR brings to mind creations like Snapchat filters, and Pokemon GO: screen-based realities that take in camera input and overlay it with virtual assets.


We wanted to deliver AR without the use of the screen, and show the virtual world without really showing it. By bringing it into the physical world, we would be able to make AR a shared experience. Jumping off that, we researched the idea of absence, of what was left behind, and came up with shadows.


In Organ Without Body--the title an inversion of French philosopher Gilles Deleuze’s “body without organs”--we project the shadow of a virtual object in order to show the physicality of its existence. The plinth in the installation setup connotes the placement of an artwork, though it remains empty--physically. In the virtual world, a breathing heart beats atop the plinth, and the audience is clued in to that world by the moving shadow it “casts”. As well, a deep, reverbing heartbeat sound fills the room, as if it were emanating from the space above the plinth. It’s repetitive dialogue grounds the viewer in the scene, and further in reality.

Beyond that, an interactive component exists through the audience’s ability to control the spotlight and subsequently the visible shadow using a game controller. This ability to interact and interface with the object allows the audience to achieve a pseudo-physical feel of the volume of the beating heart, and creates a deeper, more interesting immersive experience.


Created in Unreal in partnership with Ahmed D. 

KARATE (2019)

interactive installation, networked devices


KARATE is a virtual karate simulator. This hybrid game, installation, and performance piece prompts a meditative approach to the typically fast-paced sport.


The physical set-up consists of a modified bo staff (attached phone holder) and a single projection on the wall depicting a traditional Japanese dojo. Inside this virtual space lives our Karate Sensei, who bows before demonstrating a standard set of practice moves (katas). In front of the sensei is a floating virtual bo staff, which is mapped to the real-world bo staff. The player, standing in front of the wall projection, uses the physical bo staff to follow along and mimic Sensei's movements in order to “learn their inner self and find peace within.”


The simulator is powered by Unity, and takes input from a smartphone gyroscope.


I was responsible for the code (PubNub & p5.js scripting to interface with Unity), 3D animation (modelled + rigged staff, opensource character), and conceptual development.


*some Karate facts presented as truths should be taken with a grain of salt

[VR] DREAMSCAPES (2019) 

VR integration, project management, visual and story development


(under construction) 


DREAMSCAPES is an experimental virtual reality (VR) experience created by Salisa Jatuweerapong, Yasmin Liang, Mahnoor Shahid, and Nik Szafranek. This time-based film is centered around the concept of the collective dream and explores the conditions required to create a believable dreamscape. Traditional film editing conventions are explored within a VR space of photo-realistic environments to emulate the sensation of dreaming. Within this dialectic, virtual avatars and the connection between VR and dreams are also explored. 

Created with Blender, Unity using the Oculus SDK. Boards done in Procreate.

[VR] Night Ride (2019) 


Night Ride is a liminal virtual reality experience in the Toronto transit system. You take a ride on a seemingly mundane subway, when suddenly the lights switch off and neon graffiti flickers to life, pulsing with the heavy bass. 


This project was created in collaboration with Maddie F-B, Shiloh L-B, and Sam K. I was responsible for Unity Development (VR Unity integration, prefab setup), and 3D Modelling (station). 

Stroll (2020) 


for Google UX Design Internship Exercise

AerForge (2018) 

creative code, 3D printing 


AerForge is a project about change, and how the different spaces in which we create change the creation itself. The entity with which the user interacts transitions through realms and dimensions of creation, exploring and connecting the environments we learned in class. 


To begin with, the AerForge experience is intangible. The user draws an imaginary line into the air in front of them, and out of thin air comes a visual. Projected on a screen in front of the user is the line they began to draw, and as the user continues to move their hand through nothing, they create something. Thin columns appear on the projection, their height matching the height of the user’s line. With a wave, the user rotates the projected image and out of lines and columns emerges a form. Though empty-handed, the user is able to create and engage with a virtual object. The user places their hands out in front of them, palms up as if asking for something. This gesture cues the virtual object to be downloaded and sent to a 3D printer. The final transformation brings AerForge into the physical world, and into the hands of the user.


My role in this project was psuedocode on p5.js, visual development, as well as concept development.

resonance (2018)
interactive installation


video


resonance is a motion-controlled mobile kinetic sculpture, spanning roughly 2ft x 1ft. It is made of 5 hanging wedges of laser-cut acrylic, fishing twine, 1 servo motor, an Arduino Uno, and a Kinect 1. Programs used were Adobe Illustrator, Touch Designer by Derivative, and Arduino.


Inspired by the mechanics in Reuben Margolin’s Waves series, resonance uses a simplified version of the sweeping arc motion to create a naturalistic wave. It responds to a viewer’s hand movements. The eponymous theme gives a nod to the butterfly effect: how indirect and/or non-physical action can still largely have an effect. Though the sculpture is suspended out of reach, a swipe of one’s hand can still move it. The sculpture itself is meant to resemble a stylized ripple, a common symbol of resonance.


Installed April 23, 2018, OCAD University, 205 Richmond

star trails (2018)

creative code, rule-based art


Rule: Create multiple “stars”. Each “star” travels on a circular orbit around a point. When a “star” nears a neighbouring star, a line is drawn between the two “stars”, and the two slow down as they push through the other’s gravitational field.


This project was inspired by sine waves, orbitals, and natural patterns. Coded in p5.js. 


Live Demo: saljat/pen/YJROwW

oops i dropped my eggs into a puddle of radioactive waste (2018)

size: egg-sized

materials: a dozen eggs, Arduino UNO, LEDs, plastic bag


A magical realism piece about a grocery trip gone wrong. 

video link

DON'T YOU EVER B L I N K FOR A SECOND TOO LONG AT 1 A.M.? (2017)


People sometimes say the night introduces a whole new world. I use open doors and drawers as portals to traverse the worlds of night and day in this illustration. The night world heralds an riot of abnormalities: from your kitchen counter opening up into hundreds of tiny holes to fluorescent tentacles growing out of your moldy sandwiches.


I explore the idea of fears at night—the surreal aspects were chosen to correspond with fears of my friends. I believe people fear the night for its ability to conceal their daytime phobias, above any other horrors. They’re carefully abstracted however, to come off as aesthetic instead of frightening.


Pencil on paper, Paint Tool Sai, Photoshop CC

Case Study: GM Car-Sharing Service (2019)

Design Thinking, Product Design


>> READ FINAL PROCESS HERE <<

Tactile Photograph: Designing for the Visually-Impaired (2017)

size: 4"x6"

medium: 3D printing


This was an assignment to translate a 2D photograph into a 3D format that would be accessible to the visually-impaired.


I worked with a personal snapshot of a late-night stroll on the docks for my recreation. I simplified my photograph so unimportant details would not confuse the audience – a chair is a chair, no matter the shape. Inspired by blind picture books, I used texture to show material – wood grain for the planks, smooth for the plastic chair, and made a tub to hold actual water to represent the lake. The braille on the planks reads the time, date, and location of the photo – imparting a sense of memory that all photographs should contain. 

U R Not Alone (2018)

installation test


An interactive audiovisual installation about loneliness, hope, and communication.


U R Not Alone is an interactive installation centered around the emotion of loneliness and the human reaction to it. Meant to be presented without instruction, it strands an unsuspecting audience in a seemingly empty dark room, intended to induce feelings of helplessness, confusion, and loneliness. However, once the viewer makes a sound—either by calling out, or stepping loudly—they’ll notice a light blink back at them, however briefly. By repeatedly calling out at the light—and having it respond back, if only through blinks—they start to feel calmer, a little hope. The light cycles through a message written in Morse code, “QRK5”, meaning “I am receiving [your signal] clearly”.


Celestial White Noise’ by Cat Trumpet loops from a hidden speaker to build ambiance.


Installed on February 7, 2018 at OCAD University, 100 McCaul.


Arduino Uno, Sound Sensor (PROMC-221010), 1 White LED, sound system, misc. building materials, misc. technical components. 
Using Format