Mina Stevens
INTERACTIVE MEDIA / ENVIRONMENTAL STORYTELLING
Synthesizing meatspace & cyberspace.
"GET ON THE TRAIN"
This independent project is a 360° game where you must escape the Evil Train by figuring out three digit codes to work your way through the cars. (Please note Lapentor is experiencing bugs - if the box to enter the code is not appearing, try clicking a text box immediately after clicking the lock.)
This project was made using Blender, Lapentor, and MediBang Paint Pro.
HUMAN FALL FLAT - "MAGIC"
This collaborative project is an original Human Fall Flat level developed by a team of three. The level is published on Steam and has gained over 4k subscribers.
This project was made using Blender and Unity.
MY ROLE: Level design, puzzle design, 3D models, and sound design.
"ESCAPE FROM PLANET DRIP"
In this 2D pixel-art game, you navigate a spaceship through puzzles while fighting against gravity and drippy monsters. This project was made by a team of two.
Made with MediBang Paint Pro and Java Swing.
MY ROLE: All pixel-art and animations.
"TUMBLEWEED TOWN"
"CONSTRUCTED SPACES"
This project is a 30+ page artist's book that explores the home of an alien trying his best to fit in with human civilization. The rooms are collages inspired by hidden object games and were created from dozens of photos from my time studying abroad in the UK.
I use art as a means of exploring the intersections of the body and the object, the real and the imagined, and the virtual and the physical.
At the core of my artistic practice is a deep curiosity for networks and machines: How do systems function, why do they function in the way they do, and what happens when you remove specific pieces from the system?
I create work to explore where my power resides and spawns from within systems, while providing opportunities for viewers to do the same. I am passionate about pushing my boundaries of understanding and accepting flux through media ecology.
STATEMENT / ABOUT ME


Recent Projects
This independent project was my final for my Junior Art Seminar. The interactive piece explores the lonely atmosphere of suburban America. Influenced by personal experiences and literature on the phenomena, each building explores a different theme, including the evolution of play, car dependency, the slow death of public spaces, independence as a form of isolation, and the comfort found within stagnation. The map is sparse to encourage a meditative journey but also to emphasize the limited navigability of suburban areas for children and non-drivers. The work uses fuzzy graphics to capture the nostalgia of 2000s video games while also instilling an uneasy hesitation into the space.
This project was made using Unreal Engine 5, Blender, Adobe Photoshop, and Adobe Premiere Pro.
3D models include original designs as well as modified open source assets from Fab.
"BLOCK PARTY"
Learn about the fictional Tumbleweed Town and the exciting Tumbleweed Pageant through a History Preservation Foundation website and a comprehensive podcast. Information for these projects was collected and constructed through improvised interviews where individuals were asked to play different characters from Tumbleweed Town and talk about their experiences (and gossip about one another).
This project was made using WordPress, Adobe Photoshop, and Audacity.

