Body of Play

Body of Play is an interactive experience that interrogates the ease with which we explore, manipulate, and impose expectations on the female body. Through a tactile, almost ritualistic interaction design, players sift through drawers of disassembled doll parts—eyes, faces, torsos, limbs—selecting and assembling them in a work area. The game renders an otherwise mundane act of play into something truly uncomfortably, but also intimate. Explore the cultural and psychological mechanisms that normalize bodily fragmentation and reconstruction.

Role

Role

Designer, 3D Designer and Animator, Full-Stack Experience Developer

Tools

Tools

Unity, Blender, ZBrush, Adobe Illustrator, C#

Focus Areas

Focus Areas

Critical Design, UI/UX, Interaction Design, Feminist Media Theory

Base 3D Doll Model

Base 3D Doll Model

Purpose

This project—my senior capstone— explores the cultural mechanics of doll play as both a site of joyful self-expression and a conduit for internalized ideals. Dolls like Barbie often function as talismans in early girlhood—objects through which aspirations, expectations, and identity are projected and performed. They provide a physical grounding for the ways young bodies are imagined, scrutinized, and shaped by society. Yet, they are also powerful tools for self-determination, storytelling, and imaginative exploration.


This project does not critique dolls themselves, but instead stages an inquiry into how these emblems of play can simultaneously embody delight and discipline. By asking players to assemble a Barbie-like figure from drawers of modular body parts, the experience makes visible the underlying mechanics of customization, selection, and aesthetic logic that often go unquestioned in childhood play.

Execution

This project was developed in Unity as a desktop experience, designed to evoke the eerie charm of vintage dollhouses and curiosity cabinets. The core interaction revolves around a custom drawer interface, where each drawer houses a category of body parts—eyes, faces, torsos—presented not as sterile UI elements but as curated artifacts. Players use raycasting and mouse input to select and inspect parts, which animate with organic hover states and drift slightly, as if suspended in fluid. Upon closing the drawer, the selected part animates to a central assembly zone using Bézier-based movement paths for a hand-crafted, uncanny feel.


The visual language draws heavily from Art Deco geometry, antique textures, and the unsettling whimsy of Coraline—think dark woods, gilded borders, creaking brass handles, and muted jewel tones punctuated by unnatural glows. The lighting design favors deep shadows and directional spotlights, guiding the player’s eye while evoking the theatricality of an old marionette stage. Custom shaders simulate age and wear on body parts, giving them a museum-like patina and reinforcing the artifact-like quality of the pieces.


Under the hood, the experience uses modular prefabs and scriptable objects to handle compatibility between parts, allowing for dynamic character construction with minimal performance overhead. Animation is driven by custom easing curves to create motion that feels both magical and mechanical—deliberate, weighted, and just slightly off. Subtle ambient sound design, layered with antique drawer slides and distant music-box tones, contributes to the immersive, tactile mood.

The final product merges a critically designed interaction flow with a richly stylized aesthetic universe, inviting players into a space that feels at once enchanting and disconcerting—a world where the joy of play collides with the quiet weight of expectation and assembly.

Demo Play-Throughs

Process

Research & Conceptual Framing: The design process began with a deep dive into the cultural history of dolls, drawing on feminist media theory, historical advertisements, and academic texts on the objectification and idealization of female bodies. Dolls were analyzed not only as childhood playthings but as cultural artifacts—tools of imagination, projection, and discipline. I studied how different eras encoded beauty standards into doll design and how those visual and material choices reflect broader societal expectations for women and girls.


Interface Design and Interaction Mapping: Using insights from this research, I sketched detailed wireframes and interaction flows, prioritizing a balance between intuitive play and unsettling thematic resonance. The drawer system was mapped out to replicate the physicality of antique vanity drawers and dollhouse furniture. UI/UX decisions were driven by both user empathy and critical design—allowing players to engage playfully, while prompting reflection on the ritual of assembly and selection.


3D Modeling and Asset Creation: All interactable body parts were modeled in Blender with a stylized realism—deliberately evoking the proportions and finish of vintage and modern dolls, while incorporating subtle distortions. Materials and textures were designed to feel aged, glossy, or over-articulated, emphasizing their object-ness and reinforcing the aesthetic tension. Decorative and environmental elements were crafted to reflect an Art Deco–meets–Coraline sensibility: ornate, theatrical, and slightly uncanny.


Unity Development and Scripting: The experience was built in Unity, where I implemented a modular assembly system using prefabs, scriptable objects, and custom state logic. Raycasting and mouse input enabled hover and selection mechanics, with custom interpolation functions to animate body parts from the drawers to the work area. Shader Graph was used to create effects like glow pulses, texture shifts, and environmental shading, while lighting and spatial layout were fine-tuned to guide user focus and emotional tone.


Prototyping and Iteration: Early interactive mockups were tested internally for both usability and tone. Based on feedback, I refined interaction pacing, hover behaviors, and part categorization to improve clarity without undermining the project’s eerie, ritualistic cadence. Transitions and animations were retuned for more satisfying motion, while maintaining the subtle emotional unease intended by the narrative.

Research & Conceptual Framing: The design process began with a deep dive into the cultural history of dolls, drawing on feminist media theory, historical advertisements, and academic texts on the objectification and idealization of female bodies. Dolls were analyzed not only as childhood playthings but as cultural artifacts—tools of imagination, projection, and discipline. I studied how different eras encoded beauty standards into doll design and how those visual and material choices reflect broader societal expectations for women and girls.


Interface Design and Interaction Mapping: Using insights from this research, I sketched detailed wireframes and interaction flows, prioritizing a balance between intuitive play and unsettling thematic resonance. The drawer system was mapped out to replicate the physicality of antique vanity drawers and dollhouse furniture. UI/UX decisions were driven by both user empathy and critical design—allowing players to engage playfully, while prompting reflection on the ritual of assembly and selection.


3D Modeling and Asset Creation: All interactable body parts were modeled in Blender with a stylized realism—deliberately evoking the proportions and finish of vintage and modern dolls, while incorporating subtle distortions. Materials and textures were designed to feel aged, glossy, or over-articulated, emphasizing their object-ness and reinforcing the aesthetic tension. Decorative and environmental elements were crafted to reflect an Art Deco–meets–Coraline sensibility: ornate, theatrical, and slightly uncanny.


Unity Development and Scripting: The experience was built in Unity, where I implemented a modular assembly system using prefabs, scriptable objects, and custom state logic. Raycasting and mouse input enabled hover and selection mechanics, with custom interpolation functions to animate body parts from the drawers to the work area. Shader Graph was used to create effects like glow pulses, texture shifts, and environmental shading, while lighting and spatial layout were fine-tuned to guide user focus and emotional tone.


Prototyping and Iteration: Early interactive mockups were tested internally for both usability and tone. Based on feedback, I refined interaction pacing, hover behaviors, and part categorization to improve clarity without undermining the project’s eerie, ritualistic cadence. Transitions and animations were retuned for more satisfying motion, while maintaining the subtle emotional unease intended by the narrative.