Projects
PROJECTS
My projects showcase my design and development skills and practice in various interdisciplinary fields, across interactive media, games, data visualization, VR/AR, tangible & embodied interaction, serious games & simulators, and study infrastructure.
ReVISit-XR Suite
The reVISit-XR Suite is a research infrastructure project that extends reVISit to support embeddable, trackable, and replayable WebXR (including virtual reality and augmented reality) stimuli for empirical visualization studies.
My Role: Lead Author.
ReVISit-Games Suite
ReVISit-Games is a methodological and study infrastructure project that extends the reVISit study framework to support scalable, asynchronous, and trackable player experience studies with embedded game stimuli, configurable sequencing, and researcher-defined gameplay logging.
My Role: Lead Author.
Euphoria & Rainborough
A multi-stage line of research on transgender gender euphoria in games, moving from theory-building and design framework knowledge to prototyping and reflective practice through a research game, Rainborough. This work asks how interactive media can actively support affirmation, resilience, and wellbeing for trans players.
My Role: Lead Author.
Mythic Hue
Mythic Hue is an ongoing tangible interaction prototype that maps movement-based gestures with everyday household objects to smart-home effects, reimagining the home as a responsive stage for tabletop role-playing games. The project is still ongoing, and more details will be shared after the research paper is ready for public release.
"NO SHAKE!"
No Shake is an alternative controller and tangible game built around a custom "vending machine." Players carefully tilt the entire machine to guide a gacha ball through a miniature digital dungeon, while rough shaking causes failure. We built the cabinet, controller, digital game, art assets, wiring, and display system from scratch, then exhibited the finished “machine” at WPI Showfest.
"Jùběnshā" (剧本杀)
A multi-year game studies project examining Jubensha, an emergent murder mystery styled group gaming phenomenon in China, through taxonomy-building, cross-cultural analysis, and design experimentation. The project investigates how Jubensha organizes collaborative sensemaking, distributed cognition, social deduction, and narrative performance.
My Role: Lead Author.
"Chuàn" (串)
Chuan is a cultural alternative-controller project that translates the tactile practice of “盘串” (pán chuàn), or hand-rotating a bracelet or bead string, into a sensor-based interactive system for focus and relaxation.
Transparent AR Markers
A novel marker-based AR system that uses stacked transparent fiducial markers as a tangible, compositional input method, demonstrated through Stackable Music, an AR music synthesis game.
Free Body Diagram App
A mobile educational app that helps engineering students practice free-body diagram drawing through mini-games, targeted exercises, and immediate feedback. I contributed to the app's concept and UI design, art assets, and ongoing development.
My Role: Designer, and Lead Artist.
Battle Billiards
Battle Billiards is a real-time billiards game. For this project, I worked as a contract technical artist for Petricore, contributing environment assets, PBR materials, animated assets, and Unity HDRP shader effects.
My Role: Technical Artist.
360 Lab Tours
A multi-year project developing immersive virtual tours and training experiences for research labs, classrooms, and exhibitions at Worcester Polytechnic Institute (WPI). The project used 360° scanning and virtual reality walkthroughs to expand remote access, support engagement, and provide spatial learning experiences for visitors, students, and trainees.
Flow Chemistry AR
A HoloLens 2 mixed-reality training application that helps students assemble flow chemistry reactors through interactive, step-by-step holographic tutorials alongside real physical components.
My Role: Interaction Design, UI Design, Art Assets, and Audio Design.
COVID Control Simulator
A serious but playful strategy simulation with an epidemiological dynamic SEIR model for city-level pandemic response and data-informed decision-making. The project incorporated information from real news sources, and our team's positionality as native Wuhan residents. It was featured by WPI News.
My Role: Project Lead.
Containment Breach Escape
A 30-minute escape room experience in which players solved a sequence of puzzles to recapture a released entity and lift a facility lockdown. About 100 players participated over the three days of its public run.
My Role: Producer, Lead Designer, and Room Builder.
For Survive
A collaborative experimental turn-based strategy game about surviving recurring disasters through resource collection, allocation, and civilization development.
My Role: Lead Producer, Designer, and Lead Artist.
Rimland
An award-winning solo indie game project exploring a 3D-lighting pipeline for 2D pixel art, retro survival gameplay, and 8-bit-inspired audio.
Awards: First Place, Culture Creative Design Competition for College Students in Hubei Province (2018): 80,000 CNY (~$11,428); First Place, Graduation Project Competition (2018): 5,000 CNY (~$714).
World of Summoner
An award-winning tabletop strategy game that led to the founding of our student-run game studio, Wuhan KBOOM Network Tech Co. Ltd.
Award: Third Place, Hubei Provincial "Chuangqingchun" College Student Entrepreneurship Competition (2016): 10,000 CNY (~$1,428).
My Role: Team and Project Lead.
Team Fight
A small experimental motion-comic project focused on storyboarding, sequential visual storytelling, and comic-based action staging.
Shano Liang (she/her)
Email: sliang1 AT wpi DOT edu