research · design · interaction · narrative · play
01Gesture-Responsive · Multisensory · Impressionist Art
Becoming the Artist
A gesture-responsive multisensory installation exploring how embodied interaction can shape the experience of Impressionist art. Through hand movement, projection, sound and interactive artworks, visitors are invited to explore Van Gogh's artistic process and the ways he observed, noticed, felt and responded to the world around him.
A PC-based, fantasy-adventure side-scrolling platformer game inspired by Alice's Adventures in Wonderland by Lewis Carroll (1865). Players play as Alice, embarking on a thrilling journey, finding three pieces of the lost magical stone to stop the Queen of Hearts from merging the Wonderland with the real world.
An immersive, interactive exploration of memory, inspired by a childhood experience of nearly drowning. The work translates fragmented memories into a poetic sensory journey, exploring shifting perceptions of depth, childlike wonder, confusion, and the sudden transition from calm to panic. Reconstructed through fragmented, distorted, and exploratory moments, the experience reflects memory as something fluid — shifting between sensation, perception, and emotion rather than following a linear narrative.
quick learner · dedicated · passionate · multi-tasker · team lead
"I believe the work speaks for itself."
Hello, I am Urja. My practice lives at the intersection of interaction design, game worlds and immersive experience.
I care about how things are made as much as what is made — with experimentation, craft, and care. At the heart of my work is the belief that design can move people: make them feel something real.
Currently in Edinburgh, Scotland
Open to work worldwide
What I Do
01
Game Design
Level designing and immersive narrative design, with deep understanding of game structures and frameworks — prototyping with Unity / Unreal, and Blender.
02
Creative Technology
Bridging imagination and implementation across interactive installations, immersive media, and multisensory environments.
03
User Research & Testing
Listening before designing. Observing, prototyping, and iterating — understanding deeply how people experience what's been built.
04
Data Analysis
Quantifying user behaviours into data to support qualitative user analysis and drive product decisions.
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passionate · dedicated · focused · quick learner · hard working · multi-tasker · team lead · curious · passionate · dedicated · focused · quick learner · hard working · multi-tasker · team lead · curious · passionate · dedicated · focused · quick learner · hard working · multi-tasker · team lead · curious · passionate · dedicated · focused · quick learner · hard working · multi-tasker · team lead · curious · passionate · dedicated · focused · quick learner · hard working · multi-tasker · team lead · curious · passionate · dedicated · focused · quick learner · hard working · multi-tasker · team lead · curious ·
A gesture-responsive multisensory installation exploring how embodied interaction can shape the experience of Impressionist art. Through hand movement, projection, sound and interactive artworks, visitors are invited to explore Van Gogh's artistic process and the ways he observed, noticed, felt and responded to the world around him.
Becoming the Artist began with a simple curiosity: what did the world look and feel like to the person who painted it?
Having spent a lot of time in museums, I often felt a distance between myself and the paintings — I could observe them, but couldn't quite experience what may have inspired them.
The project explores what happens when that relationship changes. Instead of simply looking at historical artwork, visitors are invited to observe, move, experiment and create, experiencing aspects of Van Gogh's artistic process through gesture, projection, sound, letters and interactive artworks.
Building the Experience
Rather than presenting his work as something to simply learn about, I wanted visitors to feel their way through it — noticing details, responding to their surroundings, experimenting with gestures and gradually becoming part of the artwork.
Each stage uses movement, visual transformation, sound and interaction to create a relationship between the visitor's actions and the world around them.
Interaction
Gesture became the primary interface, allowing the visitor's body to become part of the experience.
Movement isn't simply used to trigger an animation. It influences what happens within the experience, creating a continuous relationship between action and response.
Testing shifted my focus from simply making the system responsive to making the visitor feel that their actions mattered.
Hand Gesture Recognition — MediaPipe
FIST
POINTING
PALM
PINCHING
Unity Development
Sketch reveal — boat scene
Paint brush system — Wheatfield
Video interaction zones — animated scene
3D — Blender
The Experience
The final installation brings together gesture, projection, sound, visual storytelling and interactive environments to create a space where historical art can be approached through movement and participation rather than observation alone.
At its heart, Becoming the Artist asks the visitor to step beyond the role of the viewer and experience art through curiosity, movement, experimentation and perspective.
Full Experience
Visitor Experience
Reflection
This project changed the way I think about immersive design. I became less interested in simply making an environment visually engaging and more interested in what the visitor is actually doing, feeling and taking away from the experience.
For me, the project became an exploration of how design can close the distance between people, art and experience.
PC GameSide-ScrollerFantasy AdventureNarrative Design
Alice's Adventures
A PC-based, fantasy-adventure side-scrolling platformer game inspired by Alice's Adventures in Wonderland by Lewis Carroll (1865). Players play as Alice, embarking on a thrilling journey, finding three pieces of the lost magical stone to stop the Queen of Hearts from merging the Wonderland with the real world.
Role
Art DirectorConcept Artist (Storyboarding)Character & Environment ArtistGame Systems DesignerLevel Designer (Level 1)Narrative DesignerDialogue DesignerCinematic DesignerSound Direction
Alice, an ordinary girl who never sought adventure, falls into Wonderland after following a frantic White Rabbit. She discovers that the Red Queen has shattered the core magic of Wonderland in an attempt to merge it with the real world and rule both. The magic split into three powerful fragments hidden across dangerous lands.
To restore balance and return home, Alice must gather the three lost pieces before the Queen can reclaim them — mastering new abilities, defeating guardians, and discovering that courage and kindness are the strongest magic of all.
Level Narration & Design
Each level features a single guiding NPC who serves as a narrative mentor and progression gatekeeper. Through semi-structured dialogue, the NPC provides story context, directs the player toward the fallen piece, and unlocks a level-specific combat skill required to defeat the boss, conditional on completing a prerequisite task.
Core Game Structure
3-Level Progression: Each level represents a shift in Wonderland's environment, mechanics, and theme, while escalating gameplay difficulty and narrative depth. Environment, mechanics, and theme all evolve to reinforce that Wonderland operates on alien logic compared to Alice's original world. Alice's journey is not just physical — it's a descent into increasingly distorted rules of reality.
An immersive, interactive exploration of memory, inspired by a childhood experience of nearly drowning.
Role
Solo — Designer, Developer, Author
Year
2025
Medium
Interactive Experience
Theme
Memory, Sensation, Childhood
Tools & Technology
ProcreateUnityIllustratorC#
Process
The work translates fragmented memories into a poetic sensory journey, exploring shifting perceptions of depth, childlike wonder, confusion, and the sudden transition from calm to panic. Reconstructed through fragmented, distorted, and exploratory moments, the experience reflects memory as something fluid — shifting between sensation, perception, and emotion rather than following a linear narrative.
The experience was built around sensation: the distortion of sound underwater, the compression of visual field, the loss of spatial orientation. Each interaction state was mapped to a different emotional register within the memory.
The non-linear structure reflects how some moments surface easily while others require dwelling in discomfort to unlock — reflecting how involuntary memory actually works.
Scene Structure
01Title — Ambient underwater hum, slow fade-in
02Intro Fragment — Memory begins to surface
03Swimming Forward — Calm exploration
04Initial Drowning — Darkness, sudden shift
05Underwater World — Interactive and dreamlike
06Monster Voice — First moment of panic
07Out of Breath — Heartbeat and dim visuals
08Talking Creatures — Symbolic guidance
09Ascending — Returning to the surface
10Final Scene — Emotional closure
Three bubbles in dark environments represent persistent memories — fragments that remain deep in the subconscious. Their shattering effect reflects the fragility of recalling childhood experiences. Typography also reinforces symbolism: Montserrat (clean, geometric) contrasts with Finger Paint (childlike and handmade), echoing the tension between maturity and memory.
PC — mouse clicks · arrow-key navigation · spacebar hold
AnimationSemester 1 MScProcreateAfter EffectsPremiere Pro
Disconnected
Year2025
TypeShort Animation Clip
A short Animated Exploration of Digital Saturation in a Cyberpunk Future... It was a concept-driven exploration of how pervasive digital systems mediate and reshape our experience of reality. It examines the subtle erosion of embodied attention, where constant interaction with virtual spaces distances individuals from physical presence, sensory awareness, and authentic connection.
Nature Lens is a citizen science platform that turns everyday exploration into a quest to discover, learn about, and help protect India's biodiversity. Nature Lens believes the answer lies in empowering citizens with simple, daily actions that not only contribute to conservation but also make science participatory and engaging. This app was created as part of my Semester 1 submission.
Designing logo and brand identity for a small contemporary grocery store in Delhi. The logo implies brand identity and core values. The colour palette represents freshness.
Colorée is a concept colouring mobile app to help users relieve stress, a therapeutic and meditative break whenever you want — with its dynamic coloring pages.