The Archive

Assorted works of varying quality and significance by Merritt Lum.

Good Night Out (Brand Redesign)

IAT 102, Fall 2021

Graphic Design

My first major graphic design project, based on a nightlife safety program.

CAD 'Lotus'

IAT 106, Fall 2021

CAD Concepting, Mechanical Design

Artistic CAD mechanism made in OnShape, meant to be based off some natural motion (I went for a weird hybrid of lotus & arm pulling).

Exploratory Pictures

IAT 100, Spring 2022

Photography, Photoshop

Pictures self-taken & edited (with photoshop) looking to convey a vague sense of fear, disassociation and confusion over loosening digital/real barriers.

Escape Goat (Motion Graphics)

IAT 100, Spring 2022

After Effects, Motion Graphics

Comedic kinetic typography / motion graphics project about a misunderstanding and goats. Made in After Effects.

I spent way too long on the gag where the “tv” gets hit offscreen.

Winter’s Gate (Comic)

IAT 100, Spring 2022

3D, Photoshop, Comic Layout

A short comic adapting part of the “Winter’s Gate” short story (of the eponymous Insomnium album). Shots were created in 3D, then photoshopped for layout and text.

Two notes on the 3D here: one, the wolf was just terribly sculpted looking back; two, I *wanted* to retopologize the characters, but wasn’t great at it so I just skipped the process and rigged + posed the highpoly sculpts for every single shot. If you don’t understand the implications of that it’s maybe for the better.

OBELISK (Processing-Based 2D Fighter)

IAT 167, Spring 2022

Games, Java, 3D

A fighting game programmed ground-up in Processing with sprites made in Blender. Has working*** motion inputs & attack frame data structure.

Motion attacks sometimes come out without inputting the actual motion. Also, this was made when I was getting into fighters but still didn’t really understand them, so the frame data is nonsensical. Ex. a “5 frame” attack but that’s not the startup. That’s the whole attack. That's a 12th of a second.

The Case of the Cartesian Courtyard (Minute Film)

IAT 202, Fall 2022

Direction, Editing, Cinematography

A short about a detective who finds some strange notes in a park. Shot, directed, edited, etc. by myself with acting & assistance from classmates.

*The story ends up kinda incomprehensible just because the writing on the notes is hard to see. Also, the backpack shot upsets me every time I watch because it’s just impossible to parse. Otherwise I actually still really like this one.

Breaking Out (Short Film)

IAT 202, Fall 2022 (Group)

Editing, Set Direction & Mic Operation

Film about a guy stuck in a timeloop because his friend keeps dying. I did set direction, editing & mic operation.

Panel Pavillion

IAT 233, Fall 2022

Rhino, Spatial Concept/Design

Spatial concept/design for a two-floor, outdoor pavilion constructed primarily of panels of a few set sizes. My first project made with Rhino.

Sculpted Hill

IAT 233, Fall 2022

Rhino, Organic Design

An organic structure sculpted with navigation / ramps in mind, and to be spliced in Rhino for laser-cutting & cardboard assembly.

*This project really wasn’t much but I enjoyed it & still have it in my room.

Parametric Pavilion

IAT 233, Fall 2022

Rhino, Parametric Modeling, Spatial Concept/Design

A weird, parametrically-designed pavilion concept, meant to display *something* uniquely and provide shade/shelter, Second Rhino project, rendered in Twinmotion.

*As of writing, I still haven’t majorly dabbled in parametric stuff since; there’s a demo video in the AS post and it’s honestly shocking to watch back & see how complicated the whole setup was. **Also, I’ve realized increasingly that, however subconsciously, the design maybe takes a bit too much inspiration from a certain Destiny antagonist.

Marble System (a strange box game)

IAT 267, Fall 2022 (Group)

Arduino, Physical Design

Arguably one of my greater missteps; an arduino-based game I concepted / designed & then helped build. The setup: you look into a dark box, split into two, with a marble maze on each side. Only one side is illuminated, but you can only control the other, and the two swap periodically. It was very confusing for everyone involved.

*I apologize profusely to my three groupmates for coming up with this insane idea for our final project & assuming it’d be bearable to make or use in any capacity.

Brand Site Redesign

IAT 235, Spring 2023 (Group)

UX/UI Design

A redesign concept of the OLAPLEX website, made in a group of 4, aimed at cleaning up presentation, navigation & ease of use. I mainly looked at user flow but did some of everything.

Architect Showcase Mockup Site

IAT 235, Spring 2023

Website Design, Marketing

My first attempt at actually *making* a website, & first experience with HTML/CSS. A mockup promotional site for an exhibition for an architect we studied earlier in the term (Zaha Hadid in my case).

*There are a few fun things here looking back, but you can tell *very* much that I still didn’t have any real grasp of graphic design or CSS.

ABJECT (Animated Short)

IAT 340, Spring 2023

Sound Design, 3D

Sound-design focused, 3D animated short about a weird monster at the bottom of a well. Everything (but the wall materials) self-made. One of the first times I really looked into animation & lighting in Blender.

I *may* have spent much longer on the 3D than the sound design but I still (mostly) like it. This was fun to work on except for some extreme physics jank I didn’t know how to fix.

Flight (Sound-based CYA game)

IAT 340, Spring 2023 (Group)

Unity, 3D

A Unity game telling a story about a bird’s forced & confusing migration. Sound dynamically changes with the story & chosen paths. I did the Unity implementation, 3D and (bizarrely) narration, with narrative, design & audio by teammates.

*This was my first time using Unity, strangely.

Darksynth MAX Patch

IAT 340, Spring 2023

Audio Patch Creation

A small setup for creating darksynth-esque… synths in MAX MSP.

*As of writing, this is the most technical sound-thing I’ve done, and my only real foray into anything music-adjacent.

Marble Contraption

IAT 336, Summer 2023

Physical Design

A simple marble maze built from cardboard & glue. It was much harder to make than expected.

I’d like to not work with marbles going forward.

Graveyard Diorama

IAT 336, Summer 2023 (Group)

Physical / Material Design

A material exploration project using foam, mache and various craft store items. I concepted the layout in 3D and helped construct miscellaneous pieces / put things together.

*Frankly, I can’t take too much credit for the end result here. I just like it a lot looking back.

MySchedule Redesign

IAT 201, Fall 2023 (Group)

Co-UX/UI Design

A design pass on the MySchedule class booking system, focusing on user flow & user affordances.

Misc. “Body Interface” Projects

IAT 320, Fall 2023

Interaction Design, Arduino

Arduino-based projects of varying quality, focusing on physical interaction; a pet “spider” made from the board that would chirp and look around; a finger stretch trainer glove, and a “lantern” with dynamic fire sounds.

They were all functional, at least. Also, I liked the spider a lot, but it wasn't completely what the instructor was looking for.

Captain Tomato (3D Animation)

IAT 343, Fall 2023 (Group)

Direction, 3D Animation, Storyboarding

Animated short made in Maya about a careless superhero tomato. I led the project & did some of the animation, along with modeling/rigging characters & making the storyboards.

*I made the bucket the kid holds. Also, there's an apple with a human face. I don't think It was ever fully in frame but it's there.

...Water Bottle Film

IAT 344, Fall 2023

Exploratory Film

…I’m not entirely sure how I came up with this. A bizarre short meant to use a wide variety of shot types & techniques.

Fracturing (Abstract Film)

IAT 344, Fall 2023 (Group)

Co-Direction / DP, Editing, Abstract Film

A piece exploring dissociation through different types of visual movement and creative editing. I helped direct, shoot & storyboard the film, and served as the primary editor.

Antlion (Unity Game)

IAT 312, Spring 2024 (Group)

3D, Misc. Visuals, Unity Assistance

A remake/redesign of an old 312 project, playing as an ant climbing up a hill. I made most visuals, from the various tiles to the Antlion, & helped with Unity.

Argon Chalice (RPGMaker Game)

IAT 312, Spring 2024 (Group)

Pixel Art, Dev Assistance

An RPGmaker, Zelda-like game focused on branching paths. I did most of the pixel art (character sprites, environmental tiles, objects & misc. decorations), visual concepting, and helped with things like game concept and playtesting.

*I also drew the story frames but I couldn’t really… draw at the time, so, yeah. That said, I had never made pixel art before this either.

Antlion: The Board Game

IAT 312, Spring 2024 (Group)

Co-Game Design, Misc. Art

Description

A 4 player tabletop game about ants collecting food. I helped design the game, made some of the art (card zones, tile designs), and handled implementation into Tabletop Simulator.

Heptaxtal (Script)

IAT 313, Spring 2024 (Group)

Co-Writing

A story about a destructively selfless adventurer trying to save his village.

This was my first *real* attempt at creative writing (and well, it shows.)

The Windwalker (Narrative Game)

IAT 313, Spring 2024 (Group)

Character Design / 3D Modeling, Co-Environment / Unity / Cinematic Design

Short narrative game, interpreting a story about a dream wanderer. I designed & modeled the characters to match the script, co-created the environments with Unity terrain tools, made many of the cutscene stills and generally helped with Unity.

*I have… several gripes with how I designed and modeled the characters looking back, but that's how things go.

Alloy (Interactive Visualizer)

IAT 443, Spring 2024

MAX MSP, Interactive Video, Exploratory Art

A vocal “harshness” visualizer, inspired by extreme metal, trying to detect “clean” vs “harsh” vocals & convey physical / emotional strain, processed with MAX MSP & animating created textures & models based on audio qualities.

*I seriously would like to see someone with actual audio expertise take a crack at the concept; of the more exploratory projects I've done at SIAT, I really think this is among the most novel, even if it is just a visualizer.

ByteBuddy (Interactive Installation)

IAT 443, Spring 2024 (Group)

State Machine Programming, MAX MSP, Installation Art, Unity

A room-scale “virtual pet” display where users could move & make sound to interact with a virtual dog. I programmed the dog’s behavior & movement in Unity, helped concept, and co-created the MAX setup for detecting user volume & position.

Little Witch Apothecary (VR Game)

IAT 445, Spring 2024 (Group)

Unity VR Dev, Assist. Prop / Environment Modeler

A comedic VR experience where you make potions for local ghosts and get the rungs of potion-making. I learned & I did the majority of VR / Unity development & design (from basic interactions & audio to weird VR-centric scenarios), and helped model props & design the environment.

“Combo Customs BC” Mockup Site

IAT 339, Fall 2024

Website Design & Creation

A mockup website of an arcade stick customs store, made to improve at HTML & CSS. Designed with full user checkout flow & screen-responsive.

*Would upload but contains images I don’t want to reupload without permission. Not that it was my best work anyways.

Portfolio Site (V2)

IAT 339, Fall 2024

Website Design & Creation

The site I'm replacing; a lot better designed than previous attempts, mobile-responsive & with some JavaScript (but a bit boring). Also made to learn more HTML & CSS tools (ex. preprocessors) & improve my personal branding / writing skills.

Safestride (Safety App Concept)

IAT 351, Fall 2024 (Group)

Co-HCI UX Design

Conceptual pedestrian safety app with a heavy design focus on cognition, human-computer interaction and stakeholders. I did co-research & design with team members.

Stooper (App)

IAT 359, Fall 2024 (Group)

JavaScript / React Native App Programming

Public listing app designed to help list & track furniture left for free pickup, with cloud storage & login, options for saving, filtering by range & location, and more. I was the lead programmer, learning & using JS, Google Firestore, React Native & other app dev tools to build it out.

*I really, really wish I knew about TypeScript before making this.

Project Acorn VTuber Rooms

Dec '24 - Mar '25, Contracted

Environment Art, Unity

Three VTuber rooms for SIAT’s Virtual Ambassador program–one general room based off concept art & two rooms for the talent, designed with director & talent feedback, & made with realtime use in mind. Nearly all assets self-modeled & textured in Blender, then rebuilt in Unity.

Full overview planned.

Miscellaneous Character Designs

IAT 380, Spring 2025

Character Design / Drawing

Various character designs for a… character design course. Not the best quality.

Handler Walter Character Design

IAT 380, Spring 2025

Character Design / Drawing

Interpretation of “Handler Walter” of Armored Core VI, with turnaround, poses & render.

Given the setting & his closed personality, I looked to merge heavy industry, (slight) techwear, WW1 outfits, noir, grungy military tech & surrealism into the design (along with all the other course concepts I learned).

Information Transfer Method (Graduation Project)

IAT 499, Spring 2025

3D, Narrative, Cinematography, Character / Environment Design, Unity

My final SIAT project, combining elements of most of my learnings in the program; a visual novel-style 3D narrative about trying to make sense of the world.

*There was a lot more that went into this project than it might seem. I plan to do a full writeup about my experience & reflections making it, but for now, you can see a short overview on my Artstation.

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