VR — strawberrycongee

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

VR work

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

Recognition