Dev &
Application

Crafting human-centered architectures for seamless and interactive digital experiences.

Selected Works

TENCENT — MARKETING & PR

Education • Grade 12

Took an ML pipeline and made it understandable—and fun—for early learners.

Content Design & Edits

Taught rigorous collect → dataset → preprocess → feature extract → MLP through an interactive hour, making concepts accessible for early learners.

Marketing & Distribution

Ran the social media account for marketing; designed marketing strategies and distributed across social channels, reaching hundreds of schools within months.

Kid-friendly slide explaining an ML pipeline.
Content DesignEducationML BasicsDistribution
Portfolio landing with video scrub and typographic layout.
GSAPFigmaVanilla JSPerformanceCloudflare

PORTFOLIO WEBSITE — SOLO BUILD

Web Development • 2024

Designed and engineered end-to-end with motion that respects performance budgets.

Motion & Performance

Implemented GSAP hero video scrub, ScrollTrigger sequences, and micro-interactions, while optimizing for Lighthouse ≈ 95 and responsive design.

Cloud Deployment

Built on Cloudflare Pages with WebP/JPEG fallbacks, lazy-loading, and a typographic layout influenced by a photography eye.

APPLE LMS — CROSS-PLATFORM PROTOTYPE

SwiftUI • Grade 11

Rebuilt daily student flows so work and grades feel instant instead of buried.

IA & UX Refinement

Redesigned daily student flows by moving homework to the main menu and making recent scores accessible within one click (down from four).

Stakeholder Buy-In

Built a working SwiftUI prototype across Mac/iPad/iPhone to address privacy and data concerns with the tech office and secure project approval.

SwiftUI prototype showing simplified homework and grades navigation.
SwiftUIIA/UXNavigation DesignStudent Workflows
Gameplay frame with character, enemies, and tuned collision.
PygamePhysicsCollisionSprite Pipeline

GAME PROJECT — PYGAME

Pygame • Grade 11

A early build on solo gaming development that ignites my passion.

Core OOP Structure

Implemented a fully object-oriented structure including movement, combat, enemy behaviors, and minimal UI across five distinct maps.

Physics & Look

Tuned collision systems so that hand-made Photoshop assets and their hitboxes felt responsive and aligned, handling performance and input latency.