Game design · Thesis work · Programming · Art


Design beyond the screen

A design site documenting game design, thesis research, programming studies, and visual work through process, evidence, and reflection.

I work across UX, digital media, and interactive technology. Each project is presented through a clear design question, the methods used to investigate it, visual or playable evidence, and the design decisions that shaped the outcome.

The work is organized into folders so reviewers can evaluate each area by discipline: rule-based game systems, thesis research, coded interaction studies, and visual investigations.

Across the website, I focus on how interfaces communicate, how users receive feedback, how visual systems guide attention, and how prototypes can make an abstract design question concrete enough to evaluate.


Learning in Digital Futures

I chose Digital Futures to study how interface design, media systems, and emerging technologies shape everyday behavior. My work is not limited to finished screens; it also includes prototypes, games, and experiments that make a design problem testable.

Across projects, I translate research notes, sketches, interface patterns, and critique into design decisions. When a concept is unclear, I revise the layout, interaction model, information hierarchy, or visual system so the project communicates more precisely.

The goal of this website is documentation with clarity. Each project includes enough context for a reviewer to understand the problem, inspect the process, and evaluate the final outcome.

This website demonstrates structured inquiry, attention to users, material experimentation, and specific reflection on what still requires testing or refinement.

The projects also show how I connect conceptual framing with production details: rules, controls, prompts, visual hierarchy, media assets, documentation, and feedback loops are treated as part of the same design argument.

Portrait of Tanzil Garg, Digital Futures student
Portrait · site author and interaction designer.

Design folders

Projects are grouped by discipline so the work can be reviewed through clear categories, consistent evidence, and comparable design outcomes. Each folder collects related work and identifies the main design material: rules and play, thesis research, coded interaction, or visual composition.

Game Design 3 projects
Thesis Work 1 project
Programming 3 projects
Art 15 projects

The Seed-to-Tree Process

A project moves from an initial question through research, ideation, structure, feature decisions, visual resolution, and reflection.

  1. Seed The initial question defines the project scope and identifies what the design must investigate.
  2. Roots Research gathers user needs, contextual constraints, precedent observations, and criteria for evaluation.
  3. Sprout Ideation develops possible directions through sketches, wireframes, prototypes, and comparison.
  4. Trunk The core structure forms through information architecture, user flows, rule systems, and interaction logic.
  5. Branches Features are tested against the project goal; useful decisions remain while weaker directions are removed.
  6. Leaves & Rings The final interface is documented alongside feedback, testing notes, and opportunities for revision.

How Projects Grow

A project begins with a defined question. Early work focuses on the audience, the design context, the constraints, and the communication goal of the experience.

The research phase records user needs, context, constraints, precedents, and criteria for success. This work supports the visible interface even when it does not appear directly in the final output.

Ideation turns the research into possible directions through sketches, wireframes, interaction flows, and early prototypes. The structure of the project is then clarified through hierarchy, navigation, and system logic.

Feature decisions are evaluated against the project goal. The final interface is presented with feedback and revision notes so the outcome can be understood as part of a design process rather than only as a finished image.

The final interface is the visible result; the research, structure, decisions, and feedback explain why it takes that form.


About this website

My name is Tanzil Garg, and I study Digital Futures. My work connects UX design, digital media, and interactive technology through interfaces, games, visual systems, and prototypes. I focus on clarity, usability, evidence-based iteration, and the relationship between design decisions and the people who interact with them.