
01
Cinemapper : Open Source Tool Interactive Films (.php, mysql, javascript, html5, css)
Cinemapper: Open Source Web Tool
Web Development, UX Design, Open Source Software, Non-Linear Storytelling
Showcases: NYC Play-Tech, 2018
Unfolding Interactive Showcase, 2018 (New York)
Publications: University of South California Symposium, 2018 (Los Angeles)
MFADT Annual Symposium, 2018
Role (Solo): Product Developer, UX/UI Designer & Researcher
Tools Used (Software): .net, php, html5, CSS, javascript, Python, mySQL, AdobeXD, Sketch
Skills: Web Development, Project Management, User Interface Development, Iterative Design, Academic Research & Writing
Abstract:
Cinemapper is a web based open source tool for creating & viewing Interactive Films. The tool is necessary to give traditional film and story creators the freedom to create more interactive content with a central editing tool to close down the vacuum of selected content generators; working exclusively on developing interactive content. The academic paper outlines and highlights tools for creating Interactive Films & why it never became mainstream.
CINEMAPPER
"Cinemapper"is an open web Platform for sharing and creating Interactive Films. The tool is necessary in order to give traditional film and story creators the freedom to create more interactive content without a central editing tool. This will close down the vacuum of selected content generators; working exclusively on developing interactive content.

The tool is necessary in order to give traditional film and story creators the freedom to create more interactive content without a central editing tool. This will close down the vacuum of selected content generators; working exclusively on developing interactive content.

The tool is necessary in order to give traditional film and story creators the freedom to create more interactive content without a central editing tool. This will close down the vacuum of selected content generators; working exclusively on developing interactive content.





CINEMAPPER: Iterations & Development










02
Bootcamp 2017 (UX Theme, UI Design & Web Development)
Bootcamp: MFADT 2017
Web Development, UX Design, Wordpress Framework
Client: Parsons School of Design (New York)
Role (Solo): Product Manager, UX Designer, Web Developer
Tools Used (Software): html5, CSS, javascript, PHP, Wordpress, Sketch, Adobe XD, Illustrator (SVG Generation)
Skills: UI/UX Development for Web, UX Research & Wordpress Development
Abstract:
It is user group based website which lets the users & students post daily blogs and keep track of the coursework.The inspiration behind this website was to create a common platform for all participants of Bootcamp to share work and discuss their experience. The Wordpress framework was used for creating features like blogging, user creation & project filtering tags. A custom theme was built around the frame to match the branding of the course and its relevant school.











03
Paper Fly (iOS Development)
Paper Fly: App Kit (iOS)
iOS Development, UX/UI Design (iOS ), Game Design
Role (Solo): iOS Developer, Product Manager, Game Designer
Tools Used (Software): Swift3+, Illustrator + Photoshop (Asset Generation), Audition (SFX)
Tools Used (Hardware): iPhone 6 & SE, Zoom H6
Skills: Game Design (iOS), UI/UX Development (iOS)
Abstract:
The app kit was developed in Xcode (Swift3) using SpriteKit. The game mechanic has been inspired the prevalent Flappy Birds; the only twist was that the flying paper plane had to kill the birds its way to score. The game would restart if the paper plane were caught between the pillar. The app would natively store the high score on the phone. The assets were created natively in Illustrator and Photoshop. The original score was created using garage band and Audition.

iOS Game/App Development
The app was developed in Xcode (Swift3) using SpriteKit. The game mechanic has been inspired the very popular Flappy Birds; the only twist was that the flying paper plane had to kill the birds its way to score. The game would restart if the paper plane was caught between the pillar. The app would natively store the high score on the phone. The assets were created natively in Illustrator and Photoshop. The original score was created using garage band and Audition.


PAPER CALC: iOS Calculator App
The app was developed in Xcode (Swift3) using SpriteKit. The app has been inspired from the visual direction of the earlier game Paper Fly & Paper Notes.The calculator logic has been created natively on Xcode as well. The app natively stores all the notes on the phone. The assets were created natively in Illustrator and Photoshop.

04
Hermes: E Store (UX Development)
Hermes: E-Store
UX Design, Web Development, UX/UI Research
Client: Hermes, India
Role (Solo): UX Designer, UX/UI Researcher
Tools Used (Software): Sketch, Adobe XD, Illustrator (SVG Generation), Photoshop (Asset Creation)
Skills: UX Design for Web, Mobile Device Optimization, Asset Generation & UX Mapping
Abstract:
The primary user for this website is an aspirational consumer, especially in emerging countries where there is less brand awareness & absence of retail stores. The web UI is in sync with the current campaign in retail and print along with other media marketing. The UX flow heavily emphasizes brand’s rich heritage, adding elements of its culture in a story-telling format and create better navigation, layout, and typeface.
Hermes sales are composed of about 30% leather goods, 15% clothes, 12% scarves, and 43% other wares. The company does not license products and keeps tight control over the design, manufacture, and availability of its vast inventory, guaranteeing the quality and uniqueness of Hermes products.















05
Spectrum 2017 (UX Theme, UI Design & Web Dev)
Spectrum 2017
Web Development, UX Design, Wordpress Framework
Client: Department of Design & Technology (New York)
Role (Solo): UX Designer, Web Developer
Tools Used (Software): html5, CSS, javascript, PHP, Wordpress, Adobe XD, Illustrator (SVG Generation), Photoshop (Asset Creation)
Skills: UX Development for Web, Wordpress Development & Mobile Device Optimization
Abstract:
It is a project-based website which lets the users & students post projects to their account and serve as the directory of all the final thesis projects. The inspiration behind this website was to create a shared platform for all graduating students to share work with employers and their family. The Wordpress framework was used for creating features like blogging, user creation & project filtering tags. A custom theme was built around the frame to match the branding of the exhibition and the showcase.










06
MCM: E-Store (UX Development)
MCM: E-Store
UX Design, Web Development, UX/UI Research
Client: MCM
Role (Solo): UX Designer, UX/UI Researcher
Tools Used (Software): Sketch, Adobe XD, Illustrator (SVG Generation), Photoshop (Asset Creation)
Skills: UX Design for Web, Mobile Device Optimization, Asset Generation & UX Mapping
Abstract:
MCM is a super niche luxury brand & the primary target audience are is a high-end consumer, especially who are looking for affordable luxury products in the absence of retail stores. The UI design is clean with soft pastels & the UX map emphasizes the mood, process, and outcomes. The goal is to Show premium products, with a fresh approach to sound navigation & clean layout.









07
Ladybug: E Store (UX Development)
LadyBug: E-Store
UX Design, Web Development, UX/UI Research
Client: LadyBug (Atlanta)
Role (Solo): UX Designer, UX/UI Researcher
Tools Used (Software): Sketch, Adobe XD, Illustrator (SVG Generation), Photoshop (Asset Creation)
Skills: UX Design for Web, Mobile Device Optimization, Asset Generation & UX Mapping
Abstract:
LadyBug is a monthly period package, that helps women relax during that time of the month. The UI design is clean with soft pastels. No usage of red, or other bold colors. The UX map emphasizes the mood, process, and products. The goal is to Show premium female hygiene products, with a fresh approach to sound navigation, clean layout & an active feed section.
The subscription box is filled with practical products every woman needs such as sanitary napkins, tampons, chocolates, cookies, brownies, honey, candy, tea and many others. The primary target audience is Women, who are ready to get pampered during that dreaded time of the month.










08
AJ Cyborg (HTC Vive VR)
AJ Cyborg: (HTC Vive)
Virtual Reality, UX Design (VR), Game Design, Storytelling in VR
Showcases: Play-tech, 2017 (New York),
LCCS Spring Show, 2017 (New York),
Future of Storytelling 2017 (New York)
Role (Team): Product Manager, Lead Storyteller, VR Environment Designer, Game Designer
Tools Used (Software): Unity 3D, Steam VR, After Effects (Game VFX), Premiere Pro (Cut Scenes), Illustrator
Tools Used (Hardware): HTC Vive, Canon 5D Mark III, Zoom H6
Skills: UI/UX Development for VR, Story Development, Game Mechanic Development, Product Management, Narrative Outline
Abstract:
AJ is a U.S. Marshall who wants to drop his criminal record of the jobs that he has done for the government. After catching a Dangerous terrorist, his mission goes wrong, and he ends up losing his limbs in a blast. The government is now offering him a Cyborg body to go on a few more missions, and in Return, they will wipe his record clean. There is one problem; someone has kidnapped his brother Dave who is a navy officer. Now it is up to AJ to save his brother, the country and become the ultimate Hero.
HTC VR Game: AJ CYBORG
Developed & Created by Zon & Kabeer
“AJ is a U.S. Marshall who wants to drop his criminal record of the jobs that he has done for the government. After catching a Dangerous terrorist his mission goes wrong and he ends up losing his limbs in a blast. The government is now offering him a Cyborg body to go on a few more missions and in Return, they will wipe his record clean. There is one problem; someone has kidnapped his brother Dave who is a navy officer. Now it is up to AJ to save his brother, the country and become the ultimate Hero.”
You can view the FULL GAMEPLAY below:
PROJECT DETAILS:

We would like to express our gratitude to Ms. Anezka Sebek & Ms. Tammy Walters for giving us the opportunity to explore this project with immense creative liberty. Without their support, I would never have learned and absorbed so significantly from this project. We are indebted to Katherine for letting us integrate this project at LCCS and work with the Kids. Their valuable guidance, keen interest, and encouragement in various stages of this project have been highly valuable.
We are also thankful to my fellow classmates and friends Brandon Palmer, Erica Kermani, Kris Lee, Nelson Vassallo, Greg, Vishal Ravi Kumar for providing a voiceover and their valuable encouragement.
This is the First Environment Prototype we are developing for this week. We will be asking duke to block out the scene using Legos so we go into production with the First Scene. This was made using a free Sci-Fi-fi asset pack on Unity using basic Tools to create the environment. We will be also continuously trying to improve and re-Light the environment.
We also blocked out the positioning of our various characters in the environment with Aiden by using Play Doh as medium. This helped us in understanding the placement of events and the triggers that he wanted in the game.
We are now working towards shifting this environment into google cardboard via a VR Controller so that interaction and triggers can be added into the same.
THE PROCESS:
Aidan loved this level and gave a go ahead to the 3D model of AJ which appears in the center of the screen. We also asked Duke to collaborate with us in making the maze more interesting and playable. He had drawn out a few maze set pieces for us; which we incorporated into the second level of the game. We then asked Aidan to Play-test the level so that we can get his feedback about the Game Mechanics, look & feel of the level.
This was a total development week where we spent most of the time developing the third puzzle level and it’s interactions. We used a few plugins for the HTC VIVE which helped us design them easily like STEAM VR & NEWTON VR. You can a have look at our development model & Zon testing for the VIVE :
We built most of the third level as discussed before straight up into VIVE to avoid and code break and the interactions worked pretty smoothly. The game was still difficult to run using STEAM VR but worked perfectly if played directly on Unity.
Some time was also dedicated to developing the branding for the event at Playtech so that we could collect feedback and things to giveaway. We also set-up our final area for play testing with the VIVE as it requires a detailed setup for the sensors and Head-mount.
Both the kids loved the level and asked us to increase the airtime of the player so we could see the maze for a longer time; this was easily fixed by decreasing the gravity of our base object. We also discussed the possibility of using an HTC VIVE and the boys gave us an eccentric yes as they could now get away from the low poly environment and can have a more visually appealing environment.
Since we had two levels already built for the game we started discussing the third and the final level of the game. The idea was for the level to be a puzzle solving level where AJ unlocks a safe to access the location to his brother.
Based on all the feedback some specific problems that we will be addressing in the future are as follows :
Connecting all the three levels using a motion graphic animation can make the story arc and character motivation clearer to the user. We have to make the Second Level (Maze) a little bit easier to complete as we fell the difficulty is really high. One way of solving this problem would be a map popup if the level is not completed within 1:20 mins.
We have to get the lock & shape mechanic working on the third level so that the level becomes completely playable.We will also focus on making it a playable single package game which can be started through STEAM VR.
Additionally, it was lovely to meet the families of the Kids we have been working with so long and understanding the reason behind their motivations. We look forward to running this last lap at full sprint !!

09
Cerebral Evidence (Oculus VR)
Cerebral Evidence (Oculus)
Virtual Reality, UX Design (VR), Game Design, Storytelling in VR
Client: Empathetic Media (New York)
Showcases: Immersive Storytelling Symposium, 2017 (New York)
Role (Team): Product Manager, UX Designer (VR), Lead Storyteller, Game Designer
Tools Used (Software): Unity 3D, Oculus VR, After Effects (Game VFX), Premiere Pro (Cut Scenes), Illustrator (Asset Generation), Audition (Voiceover)
Tools Used (Hardware): Oculus, X360 Controller, Canon 5D Mark III, Sony PMW-F5, Zoom H6
Skills: UI/UX Development for VR, Story Development, Product Management
Abstract:
The inspiration behind the game is the conflict between your subconscious and conscious mind to in influence your thoughts.The mind imagines the environment in the game as a spectral plane which is an abstract extension of all the things we see and experience on a day-to-day basis.
The core idea behind gaining control is to make you believe that you are surveilled every day. The phone calls serve as a metaphor for practicing control from a distance & the camera around are a clue towards constant surveillance. The landscape is an extension of human minds desire to exist in time which is internal & unique.
VR Video Game for Oculus: Cerebral Evidence
The Virtual Game-Play
The Trailer of the Game
The inspiration behind the game is the conflict between your subconscious and conscious mind to in influence your thoughts.The environment in the game is imagined by the mind as a spectral plane which is an abstract extension of all the things we see and experience on a day-to-day basis.
The core idea behind gaining control is to make you believe that you are surveilled every day. The phone calls serve as a metaphor of practicing control from a distance & the camera around are a clue towards constant surveillance. The landscape is an extension of human minds desire to exist in time which is internal & unique.
The Process

















