
InSync
USC IMGD MFA Thesis






Overview
InSync is an interactive installation where blindfolded guests navigate a dark maze, and build bonds with a fantastical creature and with each other.
The Story
You are the last survivors of a collapsing earth. Drawn by a faint pulse deep underground, you enter a forgotten cave to revive the ancient spirit whose weakening presence once kept the earth alive. This journey is your final hope.
What did I do
As the creative director, I managed the concept-to-installation pipeline and coordinated a cross-disciplinary team of 20+ engineers, fabricators, artists, sound designers to bring my vision to life.
InSync is a physical, hands-on project, 1/2 of my time went into prototyping interactive trigger systems, testing gameplay, integrating custom hardware, and researching every possible material and fabrication method that could deliver the experience I wanted.
My design goal was to make this creature feel alive without relying on vision. As interactive game design students, we had very limited experience in mechanical design and robotics.
I spent a significant amount of time researching soft-robotic principles and studying what off-the-shelf modules we could adapt or repurpose to achieve lifelike movement without breaking the bank.
Input System
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custom made soft pressure-sensor skin array for tactile sensing

We built synchronized real-time feedback across the animatronic and all the interactive triggers in the maze, making sure the creature responded reliably and consistently to touch.
Output Systems Head




We used dual-DOF servo motors, and motion capture data to design head movements.

Lung - Breathing Simulation
Heart - Heartbeat Simulation


We used linear actuator for breathing lungs, H-bridge + motor for heartbeat simulation.

3D Printed Soft Robotics Tail

For me, these technologies are the tools I use to convey a story and build an experience. I learned to prototype on embedded systems, custom sensor design, woodworking, mechanical design, audio interaction, and 3D printing. I’m not afraid to pick up new skills when the work demands it, and I rely on whatever method best serves the piece.
Level Design


