“What Do You Feel?”, is a card game created to address the emotional challenges faced by college students through humor, empathy, and emotional literacy. Inspired by therapeutic models such as Gefühlsmonster cards, the game prioritizes accessibility, introspection, and community over shock-based humor common in contemporary card games. Players have to respond to emotion based cards with scenario cards, after which a rotation “judge” attempts to guess which player submitted each response. Guessing correctly shows that “the judge” is aware of the struggles and anxieties of the rest of the players and this attribute is rewarded .Through these elements, the game constitutes an effort to foster meaningful social interaction emphasizing understanding over competition and prioritizing emotional awareness rather than dominance. Overall, the project highlights how thoughtful game design can transform games into tools for both entertainment and meaningful dialogue.
"Flat of Fact" is a trivia card game where the players need to choose wether the statement of a card is true or false to get the card, the player with the most cards when the deck ends is declared the winner. The game has some true statements taken from academic and scientific sources, and some false ones that come from common misconceptions regarding the earths curvature and round nature. The overall scope of the project is to educate others on space, planets and the earth, but also inform them about false science that can be found across the web.
"Unmourned Deaths" is a collage/painting showcasing issues such as animal abuse, environmental pollution, and exploitation. These issues are portrayed through a gravestone collage made from recycled household material and common waste that is known to be harmful to animals in the environment. The scope of this project is to raise awereness for the issues mentioned and create discussion regarding the deeper meaning of the unmourned deaths of animals in the farming industry and the enviroment.
Magical Misery Tour of India is a satirical performative piece that critiques the representation and consumption of poverty through the lens of tourism. By adopting the role of a tourist guide, the performance exposes the moral contradictions, epistemic violence, and power asymmetries involved in observing suffering from a position of privilege. Drawing on Spivak, Mbembe, Sontag, and Kincaid, the project interrogates who is allowed to speak for poverty and how spectatorship risks commodifying pain. The work challenges audiences to question whether witnessing suffering constitutes ethical engagement or detached consumption.
This project explores how a single image can communicate complex ideas of isolation, internal conflict, and contemporary life through science fiction and surrealism. Using Leonardo AI, I constructed a lunar landscape inspired by Interstellar (2014), Kay Sage’s surrealist architecture, Frederick Edwin Church’s Twilight in the Wilderness, and Bill Brandt’s symbolic photography. The image combines monumental concrete structures, a dramatic red sky, and a hidden human eye to reflect the psychological tension of existing in a hyper-connected yet isolating digital world. By blending cinematic, painterly, and photographic influences, this work examines how visual imagery can function as narrative, emotion, and meaning without relying on text.
Spectacle Bistro is a conceptual short film designed as a five-course tasting menu that critiques how poverty becomes aestheticized through a curated and consumable narrative. Each “course” corresponds to a theoretical problem, such as origins, representation, tourism, invisible labor, and absence, inviting viewers to reflect on their role as consumers of mediated suffering. Using fine dining as a metaphor, the project explores how poverty is reframed into something palatable for privileged audiences, particularly through media and tourism.
The burial of Polynices signifies Antigone's own metaphorical burial; the painting mourns and honours the Political Antigones, entombed with her. That is the historical figures who opposed authority and championed moral virtue over legal compliance. Antigone, within the modern context of politics, symbolises resistance against power, injustice, and oppression, embodying the moral ideals and the individuals who shared her defiant and ethical spirit. The painting reinforces the modern viewer's responsibility to actively engage against injustice, vocalize their virtues, and embrace the identity of the Political Antigones, even when it contradicts societal conventions and the status quo.
Metropolis of the Unconscious: A Surrealist View of Athens is a curatorial and research project that explores Athens as a psychological and symbolic landscape through Greek surrealist and modern art. Bringing together painting, collage, film, and archival material, the project examines how myth, memory, architecture, and everyday life intersect in the city’s visual imagination. Structured around three thematic sections: Surreal Topographies, Spaces of Reflection, and Memory and Historical Consciousness, it presents Athens as a fragmented, dreamlike metropolis shaped by desire, identity, and political history.
A city portrait of Athens as a representation of the economic market and, consequently, as a psychological pathology that unfolds from antiquity to the modern metropolis. In antiquity, the Athenian market was a symbol of community– a civic center of social and political activity that valued the seeking of ideal virtues. From the 18th century onwards, however, there is a visible and increasingly vicious shift toward a transactional, privatized, and consumerist market structure. Contemporary Athens materially reflects this shift, showcasing how it has culminated into a form of psychological pathology for the city dwellers. This degeneration is potrayed through a two-minute stop-motion animation of a collage. The pictures include: archeological artifacts, historical photographs, and personal photography. By juxtaposing antiquity’s communal markets with modern corporate ones, the video visualizes the market as a source of public-sphere decadence and impersonalization.
My creative project depicts a surreal and tranquil world dominated by nature, where technology, artificial intelligence, and humanity have not overtaken or destroyed the environment. Influenced by Dune, cinematic science-fiction aesthetics, M.C. Escher’s explorations of altered perspective, and Richard Mosse’s infrared photography, the work presents a landscape of heightened clarity and mirrored stillness. This visual purity reflects a world free from technological interference, yet paradoxically constructed through artificial means. The project explores how AI-generated visions of untouched nature evoke beauty, isolation, and a redefinition of perception in a post-human context.