Mina Stevens

INTERACTIVE MEDIA / ENVIRONMENTAL STORYTELLING

Synthesizing meatspace & cyberspace.

"GET ON THE TRAIN" - Equirectangular Escape Room

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" - 3D Video Game Level

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" - 2D Computer Game

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" - Website and Podcast

"CONSTRUCTED SPACES" - Digital Collages

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.

I am passionate about creating engaging interactive experiences that combine traditional art techniques with computational media.

My work lies at the intersection of research, physical art, digital media, computer science, and nonlinear storytelling.

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.

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" - Interactive 3D Environment

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.

"SEND BLOODWORK" - Suminagashi VR Experience

This independent project combines the ancient printmaking art of suminagashi with the modern technology of virtual reality. The piece was a temporary installation where participants were invited to "walk through" the zero-gravity space. The floating suminagashi balls are interactive and bounce off the participant as they interrupt the space. The environment also contains four dome-shaped suminagashi waterfalls that participants can stand under for a meditative experience.

This project was made using Unreal Engine 5, Blender, Adobe Photoshop, Meta Quest 3, and original suminagashi prints.