Portfolio · 2026Computer Science & Digital Arts · Senior, Stetson University

Bridget
Wexler

3D Artist

Bringing imagination to life through code & design.

Aspiring software developer and UI/UX designer in my senior year at Stetson University. I love creating 3D art, building interactive applications, and designing user experiences.

Resume
Case 01

1EXIGER.AI Launch

A company-wide launch landing page reached by QR code, and a hand-tracked supply-chain simulation you can play on a conference floor. I designed, built, and owned the UX and UI of both.

Role
Immersive Media & Product Marketing Intern — sole designer & developer
Client
Exiger · 1EXIGER.AI platform launch
Stack
HTML/CSS/JS, React, MediaPipe hand tracking, WebGL, CSS physics
Timeline
Summer 2026
Try the live page
Day One landing page — the draggable badge with the live QR code, shown company-wide on 9.10.26. Click the play button to try the badge yourself.
What shipped
Day One landing pageHover to preview Click to try it live live previewDeliverable A · Shown company-wide

Day One landing page

The single destination behind the QR code for 1EXIGER.AI Day — a global, all-company activation held live in every Exiger office. Employees scanned a badge, landed here, and got the date, format, and agenda in one screen. The lanyard badge is a real interactive element: drag it and it swings on a physics-based tether, with the working QR code printed on the card.

Open the live landing page
Disruption Response SimulationHover to preview Click to try it live live previewDeliverable B · Interactive journey

Disruption Response Simulation

A guided supply-chain disruption journey — Industry → Role → Disruption → Decision → Outcome — rendered as a navigable 3D node network. Built for conference screens with gesture control: an open hand aims, a closed fist selects, pushing to the edge spins the network. Full mouse and touch fallback when no camera is present.

Play the simulation
Problem

Exiger was launching a new platform identity, 1EXIGER.AI, to every employee on a single day across offices worldwide — and needed the launch to feel like a product, not a memo. Separately, sales and marketing needed a way to explain supply-chain disruption to conference visitors without a slide deck or a person standing beside the screen.

My role

I was the Immersive Media & Product Marketing Intern and the only designer-developer on both pieces: concept, UX flow, visual system, front-end build, motion, and QA. I worked inside a confidential environment with real product data and presented weekly to the marketing and product teams.

Outcome

The Day One landing page shipped company-wide as the QR destination for the 1EXIGER.AI launch. The Disruption Response Simulation shipped as a playable web demo for conference use, and its component set was reused by the team after the internship ended.

Process
  1. 01

    Wrote the launch page as one screen: what, when, where, and what to expect. Cut everything that did not answer those four questions.

  2. 02

    Designed the lanyard badge as the hero object — a physical thing employees already wear — and made the QR code on it real, so the page and the printed collateral are the same artifact.

  3. 03

    Storyboarded the disruption narrative as a five-step journey and mapped it to a radial node network so every choice is visible in one view.

  4. 04

    Prototyped gesture control with MediaPipe: open hand = aim, fist = select, push to an edge = rotate. Added an on-screen guide and a mouse / touch fallback that reads the camera state and tells users what to do.

  5. 05

    Tuned the dark, single-accent palette and type sizes on a real booth screen from six feet away, then iterated on the status copy until first-time visitors got through unaided.

Screens
Design decisions

Hierarchy

One oversized headline, one accent color (violet), one interactive object per screen. Everything secondary is set in small, tracked mono labels so it stays legible but never competes.

Interaction

Gestures always have a pointer equivalent, and every state — camera found, camera missing, guide advancing — is written in plain language. Nobody should have to guess.

Typography & color

Heavy grotesk display with a monospace label layer on near-black; violet reserved for “you can touch this.” The same system this portfolio uses, because it works.

From the codebase
hand-control.js
(async function start() {
  let landmarker = null;
  try {
    const { HandLandmarker, FilesetResolver } =
      await import("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.14");
    const vision = await FilesetResolver.forVisionTasks(
      "https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.14/wasm");
    landmarker = await HandLandmarker.createFromOptions(vision, {
      baseOptions: { modelAssetPath: HAND_MODEL_URL, delegate: "GPU" },
      runningMode: "VIDEO",
      numHands: 1,
      minHandDetectionConfidence: 0.6,
      minTrackingConfidence: 0.7,
    });
    const stream = await navigator.mediaDevices.getUserMedia({ video: { width: 640, height: 480 } });
    video.srcObject = stream;
    await video.play();
    CRE.setStatus("Hand control ready — show your hand");
  } catch (err) {
    console.warn("[hand-control] setup failed:", err);
    CRE.setStatus("Camera unavailable — use mouse / touch");
  }
})();
Hand-tracking bootstrap with graceful fallback
Case 02

Skechi

A chat app built around the sketch, not the message.

Role
Lead — UX/UI, front-end build, database contributions
Platform
Desktop (Windows / macOS)
Stack
Python, Git
Timeline
Fall 2025 – present
Artboard view — friends, quick chat, and shared canvas
Problem

Artists were using Discord to critique work, but drawings got buried in chat history and there was no shared surface to sketch a correction. The tools were built for talking, not for showing.

My role

I led UX/UI and front-end development: interviewed artist friends, mapped the flow from “open chat” to “share a sketch,” wireframed three layouts, and implemented the final UI in Python — including the real-time artboard and integrated tools.

Outcome

A working desktop client with real-time chat, a shared artboard, and a full color picker. Testers completed the “open → sketch → send” flow without instruction.

Process
  1. 01

    Mapped the core job-to-be-done: react to a piece of art with a quick drawing in under 10 seconds.

  2. 02

    Sketched three navigation models; the familiar three-column chat layout (people / conversation / canvas) tested fastest.

  3. 03

    Defined a neutral dark surface so artwork — not the UI — carries the color. One warm accent is reserved for actions.

  4. 04

    Built a small component set: sidebar, channel list, artboard, color picker, brush controls. 8px spacing scale throughout.

Screens
Design decisions

Color

Neutral greys with a single orange accent. Accent is used only on destructive or primary actions so state reads at a glance.

Typography

One sans-serif at three sizes. Section labels are bold, body is regular — nothing else competes with the artwork.

Layout

Three-column grid mirrors the mental model people already have from chat tools, lowering the learning curve to zero.

PythonUI/UX DesignComponent SystemsUser Testing
03 — Game art

Boxing University

Character and concept design for a college-campus fighting game. I lead design — silhouettes, palettes, movesets, and the 3D mascot.

Role
Design Lead
Year
2026

Mia

Kickboxer

Confident, sharp-tongued, stylish. Her special — a high-heel kick — stuns and triggers a pink blind effect. Designed her silhouette, palette, and full moveset.

ProcreatePhotoshop

Kyle

Drunken Fighter

Cocky, scrappy, loud. Frat-boy fighter whose Beer Buff restores HP and adds 30% attack damage. Red snapback, hoodie, light-on-his-feet stance.

ProcreatePhotoshop

RA

Tutorial Boss · Mascot

The campus pup you fight first to learn the ropes — all bark, total sweetheart. Cartoon proportions built to read clearly at small UI sizes. Modeled and textured in Blender.

Blender
03.1 — 3D

Low-poly characters & environments

Game-ready models built in Blender. Kept deliberately simple so silhouettes read at a glance.

  • Erdenfall — Low-poly Wolf

    Wolf character for Erdenfall, built during an EA Sports game jam. Stylized animation-ready topology optimized for real-time.

    BlenderUnity
  • Sleeping Knight

    Resting-pose knight for a story-driven adventure game. Armor detail kept legible at low poly counts.

    Blender
  • Low-poly Environments

    Medieval fantasy landscapes and architectural scenes for games and interactive experiences.

    Blender
  • RA — Boxing University

    Mascot and tutorial boss. Cartoon proportions designed to read at small in-game UI sizes.

    Blender
04 — Identity

Brand & logo work

Marks built on geometric grids, tested at favicon size and billboard size. One includes a motion variant.

  • Hatter Games

    2026

    Identity suite for a student game studio: hat-and-controller emblem, HG monogram, and an animated intro logo for splash screens and trailers.

  • AlphaRhythm

    2024

    Commissioned mark for a stock-market trading platform. Waveform-meets-alpha construction, built on a strict geometric grid.

  • Skechi

    2025

    Product mark for the Skechi desktop app. Rendered as a 3D logo for the app splash and window chrome.

05 — About

Hey there, I’m Bridget.

Hey there! I’m Bridget. I’m an aspiring Software Developer and UI/UX Designer currently in my senior year at Stetson University, studying Computer Science and Digital Arts. I love creating 3D art, building interactive applications, and designing user experiences.

This past summer I was the Immersive Media & Product Marketing Intern at Exiger, where I designed and built the company-wide 1EXIGER.AI Day One landing page and the Disruption Response Simulation, a hand-tracked interactive supply-chain journey. I also lead UX/UI on Skechi, a collaborative drawing app, and I’m design lead on Boxing University, a student-built fighting game.

When I’m not coding or modeling, you’ll find me exploring new technologies and pushing creative boundaries — or outside: some of my hobbies include skiing, golfing, and horseback riding. If you have any questions, please reach out!

Capabilities
UI / UX
WireframingDesign systemsPrototypingUsability testingAccessibility (WCAG)Interactive & immersive media
Front-end
JavaScriptReactHTML / CSSPythonMediaPipeFramer Motion
3D & Visual
BlenderUnityUnreal EngineCharacter designConcept artLogo & identityMotion graphics
Tools
Adobe Creative CloudProcreateFigmaGitHubSpotVS Code
Off the clock
  • Skiing
  • Golfing
  • Horseback riding
  • Game jams
  • 3D modeling
  • Drawing