Urja Dedakia
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Urja Dedakia
Games & Interaction Design, Immersive Experiences
01 Gesture-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.

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02 Fantasy Game · Narrative 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.

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03 Interactive Experience · Personal Narrative

12 Feet Deep

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.

View Project →
"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

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.

Open to opportunities in
Interactive Media Game Design Experience Design Animation

Let's get in touch

Get in touch
LinkedInurjadedakia
Current LocationEdinburgh, Scotland
Curriculum Vitae

Urja Dedakia

MSc Graduate – Design and Digital Media

Open to work worldwide

Back 01 / 03  ·  Becoming the Artist Next →
01
Gesture-Responsive Multisensory Impressionist Art Dissertation

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.

Role

Concept Development Experience Design Interaction Design Spatial Design Unity Development Gesture Interaction Visual Direction Sound & Narrative Development User Testing

Year

2026

Context

MSc Design & Digital Media

Duration

3 months

Unity Blender C# Procreate Photoshop Illustrator Python MediaPipe Webcam Projectors Speakers

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.

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.

Observe  →  Interact  →  Experiment  →  Create  →  Experience

Each stage uses movement, visual transformation, sound and interaction to create a relationship between the visitor's actions and the world around them.

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.

FIST gesture FIST
POINTING gesture POINTING
PALM gesture PALM
PINCHING gesture PINCHING
Unity sketch reveal Sketch reveal — boat scene
Unity paint system Paint brush system — Wheatfield
Unity video zones Video interaction zones — animated scene

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.

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.

Back 02 / 03  ·  Alice's Adventures Next →
02
PC Game Side-Scroller Fantasy Adventure Narrative 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 Director Concept Artist (Storyboarding) Character & Environment Artist Game Systems Designer Level Designer (Level 1) Narrative Designer Dialogue Designer Cinematic Designer Sound Direction

Year

2026

Platform

PC (Windows)

Genre

Fantasy Side-Scrolling Platformer

Unity Photoshop Illustrator Procreate Audacity After Effects C# Blender

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.

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.

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.

Key mechanics overview
Skill design sheet
Game loop diagram
Front Front
Left Left
Back Back
Right Right
Level 1 Boss Level 1 Boss
White Rabbit White Rabbit
Mad Hatter Mad Hatter
12 Feet Deep
Back 03 / 03  ·  12 Feet Deep All Work →
03
Immersive Interactive Memory Personal Narrative

12 Feet Deep

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

Procreate Unity Illustrator C#

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

  1. 01Title — Ambient underwater hum, slow fade-in
  2. 02Intro Fragment — Memory begins to surface
  3. 03Swimming Forward — Calm exploration
  4. 04Initial Drowning — Darkness, sudden shift
  5. 05Underwater World — Interactive and dreamlike
  6. 06Monster Voice — First moment of panic
  7. 07Out of Breath — Heartbeat and dim visuals
  8. 08Talking Creatures — Symbolic guidance
  9. 09Ascending — Returning to the surface
  10. 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

Earlier Work  ·  2025
Back 01 / 05  ·  Disconnected Next →
Animation Semester 1 MSc Procreate After Effects Premiere Pro

Disconnected

Year 2025
Type Short 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.

Earlier Work  ·  2025
Back 02 / 05  ·  Nature Lens Next →
App Design Biodiversity Semester 1 MSc Figma Illustrator

Nature Lens

Year 2025
Type Biodiversity Documentation App

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.

Earlier Work  ·  2024
Back 03 / 05  ·  Max Next →
Brand Identity Visual Design Illustrator Photoshop

Max

Year 2024
Type Brand Identity

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.

Earlier Work  ·  2023
Back 04 / 05  ·  Colorée Next →
Mobile App UI/UX Design Figma

Colorée

Year 2023
Type Colouring Mobile App

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.

Earlier Work  ·  2023
Back 05 / 05  ·  Seashore All Work →
Web Design Concept Figma

Seashore

Year 2023
Type Concept Website Design

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