Creative Technologist & Digital Designer
Hey! Thank you for stopping by. I'm a multidisciplinary designer / technologist with an obsession for narrative-driven work. Technology isn't what drives me. It's a means to an end. Born in Yangon and based in London, I studied Graphic Communication Design at Central Saint Martins, UAL.
Selected Work
Interactive Character | 2025
A speculative character study exploring what it means to speak to a version of yourself in real time that exists only in digital form. Trained on my own voice, data and language patterns, the near literal digital replica of my physical self responds with uncanny familiarity, acting as both a replica and as a distortion.
Set within a world of a suspended, looping train carriage, the interaction becomes a quiet confrontation between self-image and synthetic presence. The piece explores themes of digital identity, emotional dissonance, and gender expression. The twin is deliberately difficult to categorise, voiced, styled, and performed in a way that resists binary legibility. Neither fully me nor entirely other, they occupy a space between simulation and self-recognition.
The project combines GPT, ElevenLabs, Audio2Face, and Unreal Engine to question what happens when you externalise the internal and meet it, face to face.
Interactive Music Video | 2025
A surreal, interactive music video exploring the theme of instant fame in the age of digital spectacle. Visually influenced by psychedelic, abstract aesthetics and the world of Gorillaz, the piece reimagines a convenience store worker's sudden rise and fall through stylised 3D worlds.
A custom-modified film camera was integrated via OSC, allowing real-time triggers inside Unreal Engine, each physical shutter press generating in-engine "social media reactions and responses" around the main character.
I drove art direction, worldbuilding, and character creation, while collaborating closely on sequencing to shape the project's visual identity and narrative tone. My focus was on translating the concept's emotional chaos into a cohesive visual language through environment and character design, lighting and scene composition.
In collaboration with Avika Pulges & Fergus Laidlaw
Gameboy Game | 2026
WSAD move · J talk · K back
505 is a small, atmospheric visual novel built for the Game Boy, following the final evening in an apartment before leaving it behind. Loosely inspired by my own experience, the piece explores the quiet emotions of transition, growing older, outgrowing spaces, and the strange stillness that arrives just before change. Through simple interactions and intimate environmental detail, the story invites players to move slowly, observe, and sit with ordinary moments that unexpectedly feel significant.
Built in Aseprite and GB Studio, 505 runs both in the browser and on original Gameboy hardware, exported through itch.io. Working within those real technical limits, rather than around them, became part of how the game thinks about its own subject, what it means to outgrow something small, gently, without a single dramatic exit.
3D Website | 2026
the build process
This project is the site you're currently exploring: an interactive 3D website built from scratch with Three.js. Every project here lives as an object inside one continuous 3D scene, opened through raycasted interactions instead of links.
Coming from a non-coding background, building it meant learning Three.js, Vite, and vanilla JavaScript project by project: setting up raycaster interactions, layering GSAP for transitions, and wiring a Supabase-backed guestbook so visitors could leave a message directly in the scene. User experience matters a lot to me, so I paid close attention to small things like sound effects, hover animations, grain textures to soften the white, and a frosted UI.
This is my first step into interactive, creative web experiences, and it's still a work in progress.
Built with guidance from Bruno Simon's Three.js Journey course and Andrew Woan's tutorials on YouTube, alongside countless other online resources and Claude for debugging support. SFX from The Spriters Resource, music is the Wii Photo Channel theme via YouTube.
Short Film | 2024
Watch the Film
A personal documentary short film which explores the emotional aftermath of illness and the quiet ruptures it causes within families. Told through letters exchanged between my mother and me, the film weaves together intimate Video8 footage from our first trip post-cancer with archival photographs and text-based narration. What unfolds is not a retelling of illness, but a portrait of love, distance, and reconnection, shaped as much by what goes unsaid as what is spoken.
The project emerged as a way to open up vulnerable dialogue within my family, challenging the emotional restraint we were raised with. In sharing this process publicly, the film gently invites others to consider their own intergenerational silences.
We Are Not Ones Who Say Much has been nominated for the MullenLowe NOVA Award, screened at Shoreditch Arts Club and A Tender Contemplation On the Act of Observing exhibition.
Publication | 2023
"Treatments for cancer remain today what they were before molecular biology […] cut it out, burn it out, or poison it." — Richard Lewontin, New York Review of Books
Cut It, Burn It and Poison It is a spiral-bound publication that chronicles my journey from the diagnosis of cancer to remission. This 148x148mm, 44-page book, which I produced myself, is printed using a risograph. The story unfolds through a combination of written journal entries, illustrations, photographs, hospital letters, and scanned ephemera.
Mainstream media often oversimplifies and sensationalises the representation of young adult cancer. By sharing my experience, I aim to advocate for a more nuanced and truthful portrayal of illness, encouraging the audience to take control of their narratives.
This publication was sold at the Offprint Tate Modern in 2023
Critical Report | 2023
Read
Autonomy of Anatomy is a 130x180mm, 54-page, saddle-stitched RISO publication that asks: how can visual storytelling be used to promote ownership and reframe the narrative of young adult cancer?
Cancer is a complex, multifaceted disease that affects individuals and their families in countless ways. Drawing on a personal experience of the disease, the project engages with what Susan Sontag called "the kingdom of the sick" (1978), an unwilling citizenship that rarely resembles the traditional cancer narratives popular media so often shows on screen.
Through this critical report, the project deconstructs the experience of having cancer as a young adult, exploring how creative practice can be used to promote ownership of one's own story and reframe the narratives surrounding it. Its ultimate goal is to advocate for the importance of sharing authentic, nuanced stories, for both the individual and the culture at large.
Graphic Design | ONGOING
This page is some of my graphic design work for clients like XL Recordings, UCL, Sadler's Wells, etc, with a handful of personal pieces alongside it. The broader focus has since shifted more toward creative technology and interactive projects; this is where the graphic design side of the practice still lives.
Roblox Game | 2025
Play on Roblox
EDA's game loop, step by step
EDA: A Land Unfinished is a story-driven roleplaying puzzle game in which you, the chosen one, collaborate with Glyph, a powerful robot, to repair and complete a surreal, unfinished world left behind by its original makers. Players explore unfinished zones, collect tokens, and solve puzzles by structuring prompts correctly. After completing each zone, players can upgrade Glyph as many times as they like: each description triggers a live call to Google's Gemini API, generating a unique object in real time that's placed directly onto their companion.
The game explores a simple idea: introducing AI concepts to kids through play rather than instruction. Collecting tokens, writing prompts, and watching an AI companion respond to language aren't just mechanics, they're real AI terminology, reframed as something to experiment with and understand early on.
Working between Blender, Figma, and Roblox Studio, I created the game's central character, Glyph, along with its NPCs, user interface, and interactive visual systems that guide the player's journey. Each NPC is also powered by Gemini with its own distinct personality, giving players multiple AI characters to chat with throughout the world. I co-developed the game's narrative and core game loop, focusing on the emotional and structural arc, translating abstract ideas about communication and creativity into tangible, playable form.
In collaboration with Oliver Evans, Zade Tuaima & Yawen Chen
Let's chat
Whether it's a simple hello, a collaboration, an opportunity or you spotted a bug on my website, my inbox is open. Feel free to reach out whenever.
soemyatnoeual@gmail.comLeave me a little note ☆