EMERGENCE — a speculative project for the "Playable Worlds" brief in Advanced Digital Media at the University of Bristol. The team built playable experiences about AI systems that judge human performance. She was Technical Lead on the seven-person team, owning the technical build.
The technical core of the team's AI-interview prototype: a real-time, two-player experience where players pick a role and an AI runs the interview.
Candidate — answers questions posed live by an AI interviewer.
CEO — watches the candidate in real time: typing speed, time spent per question, and the answer text itself, all streamed across as it happens.
She built the backend and the two-client state sync that keeps both screens in lockstep.
The no-database, ephemeral design wasn't a shortcut — it fit the theme: a performance watched intensely in the moment, then gone.
After testing the interview direction, the team pivoted to a second concept for its final shipped piece — Omni-Triage, an ER scenario on the same theme, where an AI reads a doctor's hesitation as failure. That final build was front-ended by a teammate; her contribution was the technical lead role and the synced interview prototype above.
She can stand up a working real-time, multi-client system with an LLM in the loop — and lead the technical side of a team from concept to a running prototype. The kind of "make the AI thing actually run across two screens" problem, owned end to end.