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Ecdysis
How do we approach women who speak, think, and behave as human, but are explicitly labeled the opposite? Be it robots, cyborgs, or chimeras, popular media has long been populated with representations of non-human, human-made females.
My research investigated the relationship between cultural imagination of yet-to-be technology and their real-life counterpart – more specifically, how portrayal of and treatment towards women in video games (as both robotic and human) may explain our actual perspective and usage of AI. My work is divided into two parts: 1) a dating simulation made within a larger installation space defined by graphic adverts which narratively and formally subverts its genre expectations, and 2) an analysis of how cultural perspectives engender sexualized fictional female robots, gratuitously impractical within their narrative context.
Check out a very real advert here.
Skills
Programs
Time
Presentations
2D animation, game development, sound design
Adobe Illustrator \ RPGMaker MZ \ Procreate Dreams
2024-2025
Jewett Gallery Senior Exhibition
Amherst AI in Liberal Arts 2025
Ruhlman Conference 2025