Game Maker — strawberrycongee

Arthouse games for PC, web and VR, satire, illness, memory and broken systems, made playable.

Jade (strawberrycongee) is a London based experimental game maker and creative technologist who works at the intersection of engineering, design and research with a focus on play and curiosity. From LEGO SMART Bricks and ML models to game engines and cultural archives, I turn seeds of ideas into tangible, playful things through tech.

At the Creative Play Lab she build prototypes as playable questions across code, synthesizers, electronics, 3D printing and material explorations, created dozens of play prototypes for kids age 6-12. Alongside this, her creative tech practice engineers vibes and statements through arthouse games (PC, web, VR/AR), interactive installations (Arduino, Raspberry pi), and creative applications of ML/AI, with institutions including the V&A, Tate and Anthropic.

Her game practice asks what video games could be. Using worldbuilding and interactive systems of play, she reconstructs the structures that shape our society and everyday life in order to interrogate the larger systems that construct our realities. Through an atmospheric art style, her work explores the affective dimensions of weirdness, alienation and oddity, seeking to invoke reflective, attentive and introspective experiences for its audiences.

Her games and artworks have been shown in 4 countries, monimated by A MAZE. / Berlin, the Leftfield Collection (EGX) and FIVARS.

Find the edges of a system, push past them, and bring something back that changes how people think about what's possible.

Capabilities

Game Maker work

Manifest Your Dream Job Sleep Meditation

2025 · Experimental, Game · experimental arthouse game

A fly-on-the-wall, channel-surfing, magical-realism experience where a meditation session turns into a fever dream about the absent future we're told to visualize.

It samples meditation audios promising jobs and prosperity, then juxtaposes those affirmations against eerie reconstructions of everyday spaces, surveillance footage, and TV commercial archives, creating a dialectical image of a reality far from “dream”.

Digital Scavenging: using the debris of capitalism to critique itself.

The game is built almost entirely out of scavenged digital objects: CCTV livestreams and Internet Archive footage from around the world — factories, farms, casinos, liminal spaces, vintage TV commercials. The digital debris of late capitalism becomes the very language used to critique it.

Anti-Game

The game deliberately plays with expectations of the traditional gamer, through an apporach I call anti-game.

It borrows the grammar and clichés of traditional video games: tasks, collectibles, first-person interaction, the promise of progression, but intentionally withholds every payoff:

A gun never fires,

work-like tasks offer no reward,

and interactions leave you empty-handed.

The dopamine loop is initiated but never resolved, turning the gameplay itself into the statement: an unresolved tension the player is forced to sit inside.

A MAZE. Berlin 2026 Most Amazing Award [nomination]

Nominated for A MAZE. Berlin 2026 (Most Amazing), exhibiting 13–16 May,

with an invited talk “Counterfeit Games: Anti-game Approaches to Playable Experiences.”

Leftfield Collection, EGX 2026

Shown as part of the Leftfield Collection, EGX at MCM London Comic Con 22–24 May 2026

Featured on

Sidequest (Game criticism) Warpdoor (Experinmental game site)

Counterfeit Games: Anti-Game Approaches to Playable Experiences

2026 · Game, Talk · talk

talk proposing new way of video game making that expands the commercial mainstream.

On games that don't want to be games. Rules that refuse to function. Mechanics borrowed and then broken. Born from the friction of working with a medium that constantly pushes toward reward loops, player satisfaction, and dopamine hits. This talk proposes counterfeit games as a framework: works that sit on the spectrum of playable experiences, using the language of games while refusing to play by their rules, and finding a creative practice in that refusal.

about

games talk proposing new way of video game making that expands the commercial mainstream

  • Shown at — A Maze./ Berlin 2026

Roightmove

2026 · Residency, Game · experimental arthouse game

Roightmove is a satirical parody of housing crisis, presented as a pseudo-online property viewing experience. Developed during a 2-month V&A PORTAL residency, it explores how AI and photogrammetry can be used to transform the V&A's archival collections into immersive, critical narratives.

Exhibited during the Performance Festival, 25–26 April 2026, at the V&A.

About

Roightmove is a satirical parody of the UK housing crisis, presented as a pseudo-online property viewing experience. Developed during a 2-month V&A PORTAL residency, it explores how AI and photogrammetry can be used to transform the V&A's archival collections into immersive, critical narratives.

Exhibited during the Performance Festival at the Digital Design Weekend, 25–26 April 2026, at the V&A.

Image-to-3D AI Pipeline for Digital Preservation

For assets that are not accessible in the physical collection, I turn them into 3D assets by building image-to-3d workflow using Trellis 2 in ComfyUI that runs locally on my machine.

  • Role — solo, design, development, AI workflow building
  • Tools — Unity, WebGL, Maya, Blender, Maya, ComfyUI, Trellis2
  • Part of — V&A PORTAL residency

Are We There Yet?

2025 · Narrative, Game · narrative game

A surreal narrative experience about revisiting a memory of a passed loved one through an old DV camera.

  • Role — duo with game writer Renato Baroni, research, artistic direction, game & level design, development, procedural animation
  • Tools — Unity, yarn spinner

crip_anthology (2016-2024)

2025 · Experimental, Game · Experimental essay game

A narrative essay-game centering the patient within the medical-industrial complex Through a lens of Cripistemology and institutional critique

The story is told through a recursive loop of (limited) gestures and liminal spaces: between hospital wards, waiting rooms and counselling rooms, and blends between two perspectives: perspective of the crip self (me); and the gaze of the system (CCTV). It asks what it means to heal, and confronts the contradictory void of trust that resides between patients and doctors.

About

A narrative game / interactive essay that centers the subjectivity of the patient within the medical-industrial complex, driven by my own experience through a lens of institutional critique. It tells the story via multiple perspectives, sampling notes from personal medical reports.

Intentional Use of Repetitive & Restrictive Gestures

Mechanically, the game intentionally limits player agency with limited movements (players are only allowed to move their hands and head, they can only perform limited tasks through puppet like movements such as taking pills, filling out forms, etc.) while juxtapositioning this with unconventional controls (ie. playing as a patient but the control moves the doctor; playing as a file in the file room), reflecting the lack of control the patient experienced within the medical system. And the performative nature of patient-doctor relationships.

Storytelling Through Multiple Perspectives & Agencies

The game is played out like a video sequence that cuts between scenes. There are two main narrative tracks, one is the voice over of my essay that reflects on the medical journey and critiques the system that failed me. The other narrative of the game emerges through objects and perspectives that assemble the medical system that define me - hidden in the forms, on the CCTV monitor, patient document, through gestures and backgrounds that emerges through time. There are also two separate perspectives, one is from “me” in first person perspective, and the other is in CCTV monitors, with sections from my personal medical documents rearranged into short bullet points, and displayed line by line on mouse click over the CCTV image, while the “me” is always centered in the screen performing the same repetitive gestures. These two perspectives crossover in fragments and tell the story in parallel, contrasting between what I see and how I am perceived and processed in the system.

Environmental Storytelling through the Liminal Space of the Medical-Industrial Complex

Rooms in this game are reconstructed according to my memories, but purposefully remove the doors. Here I reference a criminal interrogation technique that involves positioning a suspect’s back against the door, thereby removing the door (and psychological escape route) from their sight, this is a tactic often used to make the suspect feel “trapped” and heightened their anxiety, while establishing a spatial dominance in the room. In a way, the counselling rooms work similar to interrogation rooms, where I need to constantly prove that my feelings are real, are important, and prove that a re-evaluation is necessary. These clinical spaces are liminal in that they exist at the threshold between sickness and health, between patient and person, between institutional and personal identity. They represent the reality of being trapped in diagnostic liminality.

  • Role — solo - design, development, voiceover
  • Tools — Unity, Tracery.js

Untitled Egg Game

2025 · Alt-controller, Game · alt-controller + game

A funny alternative-controller game about cooking an egg on a slippery surface, built with a custom physical controller.

I designed this pan-shaped controller using Arduino Nano and motion sensor, developed alongside the Untitled Egg Game that features intentionally difficult controls and humorous physics, where the pan and egg are assigned a highly slippery physics material.

Players must tilt the physical pan to apply force to the in-game pan. Frying only counts if the egg is sliding fast enough on the pan, you win the game if the egg is fully cooked.

about

A funny alternative-controller game about cooking an egg on a slippery surface, built with a custom physical controller (Unity + Arduino).

  • Role — solo - design, development, hardware
  • Tools — Unity, Arduino

Systemelegy

2025 · Game · experimental OS game

An experinmental OS game as a broken computer, and panic in a broken world, where the technical issues are entirely part of the experience and the only way to progress is to break down. Taking the formula of the OS game to its abstract limits, it breaks apart at the seam and pushes the wounds in your face.

About

A game as a broken computer — about my broken computer and panic in a broken world, where the technical issues are entirely part of the experience and the only way to progress is to break down. Taking the formula of the OS game to its abstract limits, it breaks apart at the seam and pushes the wounds in your face. Featured on interactivenoise.com.

Featured On

Featured on Interactive Noise 007, "... Systemelegy deserves your time and patience, as the technical issues were entirely part of the experience. I'm partial to OS exploration games in general, and this one takes the formula to its abstract limits. It breaks apart at the seam and pushes the wounds in your face..."

  • Role — solo — design, development
  • Tools — unity

in this world nothing is coming back

2024 · Experimental, Installation, VR · VR walking simulator

An introspective VR walking simulator that explores the sensation of post-surgical memory loss through the lens of “machine forgetting.” Navigating a non-Euclidean labyrinth of impossible space connected with portals, the player moves through surreal, decaying environments textured by custom next-frame-prediction models (pix2pixHD) trained on my personal video archives.

About

An introspective VR walking simulator that explores the sensation of post-surgical memory loss through the lens of “machine forgetting.” Navigating a non-Euclidean labyrinth of impossible portals, the player moves through surreal, decaying environments textured by custom next-frame-prediction models (pix2pixHD) trained on my personal video archives.

Shortlisted for FIVARS 2024 (Festival of International Virtual & Augmented Reality Stories), showcased in Canada in Nov 2024.

Training “Machine Forgetting”

Because the model only predicts the next frame based on patterns, my original memories are fundamentally destroyed in the dataset. The resulting images are uncanny and unstable; the machine's process of data degradation mirrors the human labor of forgetting, and the absent presence of the memory lingers as traces in what remains.

Level Design: constructing broken memory space via Non-Euclidean architecture

spaces you can't return to. Rooms loop back into themselves, and spaces you walk into can never be returned to. Because VR rendering makes these portal transitions visually seamless, the medium itself does the conceptual work: your body believes the impossible geometry before your mind catches up. The architecture physically simulates the grief of memory loss — the harder you try to retrace your steps, the further you get from where you started.

  • Role — solo - research, design, development
  • Tools — unity, vr, pix2pixhd, meta quest, machine learning
  • Shortlisted forFIVARS 2024 (Festival of International Virtual & Augmented Reality Stories), showcased in Canada in Nov 2024

Toxic Parents Simulator VR

2024 · VR, Game · VR game

A time-based VR simulation of a ‘toxic household’, racing morning tasks as the parents grow more abusive.

About

Toxic Parents Simulator is a time-based simulation that uses VR to offer players a strong immersive and interactive experience. By situating them in a ‘toxic household’ where the player needs to complete their morning tasks on time, while dealing with the toxic parents who get progressively more abusive as time passes. ‍The creation of Toxic Parents Simulator is driven by my own experience growing up in such a family, however, it turns serious topics and personal trauma into a gamified experience with a tone of dark humour inspired by the satirical backdrop in Job Simulator. This game calls for care and awareness for domestic violence, and potentially be used in an awareness raising education setting for toxic parents themselves.

Developed for meta quest platform using Unity (XR Interaction Toolkit), the game is designed with diegetic UIs and high affordance, VR specific interactions that replicates what one does in real life, such as eating food and opening drawers. Each task comes with its unique challenge and interactions, we aim to deliver an intuitive and engaging playing experience.  ‍

over 200 downloads

Design Roadmap

When first entering the game, the player will see a complete dark screen with the mother’s voice playing, asking the player to wake up and catch the school bus by 7AM. This sets the context of the game, that the player is a student with difficult parent(s), tasked to leave the house for school in one hour. Once the sound finished playing, a hint text is displayed, asking the player to press A to wake up, which transitions to Scene 2, the main game.  Once the player enter scene 2, they'll find themselves in bed, with a phone ringing and vibrating (animation) on the bedside table. Player should be able to intuitively grab the phone to stop the ring, and a world-space UI to do list with checkboxes will float above the phone while it's being grabbed, , it’s an analogue list which the player can scroll and mark the tasks as complete if they wish. The player will also be able to press A to spawn the phone to their hands. This design reinforces the game objective, helps the player keep track of what they're doing. Time also plays an important role in this game, in the scene there are 2 analogue clocks to remind the player of the time. Mom's anger level goes up every 20 minutes, this is indicated by the number of fire sprites floating above her head, her animation and voice-lines also changes according to her mood, this gives the player a sense of urgency. Win/lose is decided by whether the player complete the tasks on time. Either way there will be a pop up window with educational debriefing text, with the option for player to restart. And if the player attempts to leave the house before task completion, mom will stop them angrily.

UI & UX

diagetic UI and anti-cheat

Conflict scene & Face Cap Performaces

player gets scolded when they show the failed exam paper to their parents.

  • Role — Lead game designer, developer, animator, script writer, project manager
  • Tools — unity, vr, facial cap

Grumm

2025 · Survival, Game · game

A demake of Sokpop’s Grunn with a twist. Features grass cutting mechanism, game AI, and hand build models and levels using Unity + ProBuilder.

About

A demake of Sokpop’s Grunn with a twist, built around procedural content generation and game AI.

Game Mechanics

cut grass, water plants.

Level Design + Game Art

Created atmospheric scene that fits the creepy vibe of the game.

  • Role — Solo design & dev & 3d modelling & animation
  • Tools — Unity, Game AI (FSM), ProBuilder, C#

[WIP] Interspecies Play

2026 · Game · passion project (in progress)

A current passion project exploring play across species / game design for cat + human

about

A current passion project exploring play across species.

  • Role — solo, in progress

what comes with the flow returns with the ebb

2025 · Residency, Game, AI/ML · installation

An RPG that playfully reimagines the lost Guernsey language and magic archive through an LLM.

about

Reimagining the lost Guernsey magic archive through machine learning — made during the Tate × Anthropic residency.

  • Role — artist in residence, Game designer + developer
  • Tools — Unity, Aesprite, Claude API
  • Part of — Tate × Anthropic Tech, Tea + Exchange Residency.

Pigeon of Amsterdam

2024 · Bitsy, Game · game

Play as a pigeon to explore streets of Amsterdam.

  • Tools — bitsy

3D Modeling Showcase

Game, 3D Modelling · modelling & animation

A collection of game-ready 3D modelling & animation projects

  • Tools — Maya, Blender, Fusion 360, Substance Painter, Unity

sometimes i wish i were an alien

2022 · Game · game

a game about wandering in a land that rejects you.

Game Play

Guided by the butterflies, the player will control the ghost (protagonist) to explore the game world through the 9 rooms that are subtly grouped by themes such as freedom, home, alienation and borders, presented in different graphic styles, visual effects and map shapes according to themes. Dialogues centring around those topics are also trigged in expected and unexpected ways, with varying trigger mechanisms in different rooms. The rooms of different themes are weaved together, distinguishable yet interconnected like a web, the non-linear narrative allows the players a level of freedom with various ways of exploring the map. In a way, this is a representation of my daily anxiety, as I oscillate between thoughts of ending myself, looking for a home or security, and questioning what borders and freedom mean to my body, etc. The connected rooms also reflect the entangled nature of these themes and their mutual influence. According to user testing, it takes from 15 to 30 minutes to explore all the rooms in the game.

  • Role — solo dev

Recognition