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.

Data Visualization Infrastructure Extended Reality
In Progress

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.

Data Visualization Infrastructure Interactive Media
In Progress

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.

Mental Health Trans Game Studies Marginalized Groups
In Progress

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.

Alternative Controller Tangible & Embodied Interaction
In Progress

"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.

Alternative Controller Tangible Interaction Installation
Completed: 2025

"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.

Game Taxonomy Murder Mystery Cross-cultural
Completed: 2025

"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.

Alternative Controller Cross-cultural Design
Completed: 2024

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.

Augmented Reality Tangible Compositional Input
Completed: 2023

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.

Educational Technology UI/UX Design Mobile App
Completed: 2022

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.

Industry Collaboration Technical Art PBR HDRP
Completed: 2022

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.

Virtual Reality Training Technology Immersive Experience
Completed: 2022

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.

Mixed Reality Chemistry Education Immersive Experience
Completed: 2022

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.

Serious Game Playful Data Visualization Simulator
Completed: 2020

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.

Escape Room Immersive Experience Team Collaboration
Completed: 2019

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.

Game Design Team Collaboration
Completed: 2019

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).

Solo Work Game Development Award-winning
Completed: 2018

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.

Board Game Entrepreneurship Award-winning
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Completed: 2018

Team Fight

A small experimental motion-comic project focused on storyboarding, sequential visual storytelling, and comic-based action staging.

Comic Arts Motion Comic
Completed: 2017

Shano Liang (she/her)

Email: sliang1 AT wpi DOT edu