Game of the Year is a quiz game based on Google Search trends – the first of its kind. Developed for the browser, it leverages Cloud Text-to-Speech, WaveNet, SSML, and App Engine to bring the game to life.

As part of the creative team at Google Brand Studio, I worked on interactive prototypes to demonstrate how the host character of the game could exist within the game flow and user experience. These led to further explorations and iterations which became foundational for the host’s final implementation.

I contributed as a developer by writing custom software for handling all of the audio in the game, including the ML-powered synthesized speech. I also implemented the host customization feature, allowing players to adjust voice parameters at the start of the game. In addition, I scripted the animation controller that manages the host’s affect, talking states, and transitions.

The voice of the host, powered by Cloud Text-to-Speech and WaveNet, can be adjusted to playfully different speeds and pitches. The host also addresses the player by name, if entered at the start.

Play Game of the Year

Read more: The KeywordBuilding Game of the Year...

The FWA: FWA of the Day
Awwwards: Site of the Day
Awwwards: Developer Award
Webby People’s Voice: Nominated for Best User Experience (Games) and Best Word & Trivia (Games)

Gizmodo Fortune Engadget High Snobiety Hypebeast


NEW FRIENDLY INTERFACE is a sensitive and expressive computer interface designed to help individuals who consider themselves to be emotionally deficient, socially inept, or who otherwise require supplemental affective labor.

The interface was created with tomorrow’s digital laborer in mind.

Leveraging emotion recognition software to conduct variable-length, “face-to-face” conversations, the Artificial Empathy (or A.E.) service engages with users as a constructed stand-in for individuals to practice and develop their non-verbal, affective, and empathetic proficiency.

NEW FRIENDLY INTERFACE was on view at the Broad Art Center EDA for the UCLA DMA 2018 Senior Exhibition, Authentication Error [SOLVED].

The installation model includes a thermal printer component, which – at the end of their stay – offers visitors a physical copy of their personal conversation log to take home.

The Web Experience for NEW FRIENDLY INTERFACE will be publicly available soon.


Introducción a p5.js is the Spanish version of Getting Started with p5.js, originally published by Maker Media.

Working closely with Casey Reas and Aarón Montoya-Moraga, I contributed to this project as a cover designer and compositor. I was tasked with assembling all files and assets, creating stylesheets, exploring cover visuals, translating diagrams, and building the final PDFs. Digital and physical versions of the book were produced from a single source with help from the Magic Book Project.

Access the digital book

Order the physical book


The Great Tortis Crossing is a mixed reality experience made for the travelers, the searchers, and the trailblazers of the modern world. Set in an unknown desert landscape, one player must lead the Great Tortis, a massive tortoise specimen never before seen, on an exodus through the surreal – and seemingly unending – depths of the virtual unknown. There, the player may engage with the native species of the land, who follow curiously but maintain their distance.

In the midst of this dusty and crafted landscape, there is something eerily familiar. Drones surveil the player as they navigate the desert, broadcasting their live feeds onto deteriorating billboards scattered throughout the sand.

Contending with contemporary issues and themes such as virtual voyeurism, multiplicity of presence, and pioneerism, The Great Tortis Crossing offers a surreal and microcosmic experience for the player to enjoy and reflect upon.

Tyler Yin – Visual & Interactive Lead, World Designer, Unity Developer
Joaquin Barlow – Narrative Lead, Character Animator, Sound Designer

Theo Triantafyllidis, Stalgia Grigg, and Stefanie Tam.


A simulation and proposal for the perpetual cluttering and accumulation of unused items in physical and virtual spaces. All said spaces – including living areas, personal storage, and hard drives – can be populated with objects, data, and content. During periods of disengagement, ambient processes generate a buildup of the useless and forgotten. This program attempts to visualize and replicate that accumulation. If left running indefinitely, the simulation will continue to produce countless quantities of objects, hoarding all virtual memory from its hardware, until it can no longer operate.

Featured in DIS- UCLA Design | Media Arts Exhibition 2018.

LAST UPDATED: 05.27.19, 23:50 PST