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Becoming Bitter
3D Design house

Play is a way of experimenting with possible feelings, possible identities, without risking the real biological or social consequences. Cut! time for tea, time to go home – and nothing in the real world has changed, except perhaps that the child is not quite the person that he was before, he has extended just a little further his inner knowledge of what it can feel like to be human. - Humphrey, Nicholas. The Inner Eye. Oxford; New York, Oxford University Press, 2002.

Bitter designs prioritize creations proven to increase critical and creative ability. This is done by implementing self-directed play or unusual elements, with power given to both freely explore and be surprised, similar to our dream worlds. My personal background after transitioning career paths from fashion to games includes 3D design and game management. Despite current industry trends, I'm especially interested in projects avoiding cognitively and socially exploitative models like common generative AI or NFTs. Unless, of course, the given project pursues altering the technologies inherent functions in its development, which normally reduce both sustainability and social capital, and instead creates subversive industry innovation.

When our worldview is limited, not only is our ability to escape it stunted. We also become collateral to those who benefit from our perspective being impaired. Bitter exists to find paths that disempower designed cognitive obedience. Instead, it takes inspiration from dreams, our most private and authentic play-spaces. Knowing the power in agency, Bitter plays to live.

Play is a way of experimenting with possible feelings, possible identities, without risking the real biological or social consequences. Cut! time for tea, time to go home – and nothing in the real world has changed, except perhaps that the child is not quite the person that he was before, he has extended just a little further his inner knowledge of what it can feel like to be human. - Humphrey, Nicholas. The Inner Eye. Oxford; New York, Oxford University Press, 2002.

Bitter designs prioritize creations proven to increase critical and creative ability. This is done by implementing self-directed play or unusual elements, with power given to both freely explore and be surprised, similar to our dream worlds. My personal background after transitioning career paths from fashion to games includes 3D design and game management. Despite current industry trends, I'm especially interested in projects avoiding cognitively and socially exploitative models like common generative AI or NFTs. Unless, of course, the given project pursues altering the technologies inherent functions in its development, which normally reduce both sustainability and social capital, and instead creates subversive industry innovation.

When our worldview is limited, not only is our ability to escape it stunted. We also become collateral to those who benefit from our perspective being impaired. Bitter exists to find paths that disempower designed cognitive obedience. Instead, it takes inspiration from dreams, our most private and authentic play-spaces. Knowing the power in agency, Bitter plays to live.

Play is a way of experimenting with possible feelings, possible identities, without risking the real biological or social consequences. Cut! time for tea, time to go home – and nothing in the real world has changed, except perhaps that the child is not quite the person that he was before, he has extended just a little further his inner knowledge of what it can feel like to be human. - Humphrey, Nicholas. The Inner Eye. Oxford; New York, Oxford University Press, 2002.

Bitter designs prioritize creations proven to increase critical and creative ability. This is done by implementing self-directed play or unusual elements, with power given to both freely explore and be surprised, similar to our dream worlds. My personal background after transitioning career paths from fashion to games includes 3D design and game management. Despite current industry trends, I'm especially interested in projects avoiding cognitively and socially exploitative models like common generative AI or NFTs. Unless, of course, the given project pursues altering the technologies inherent functions in its development, which normally reduce both sustainability and social capital, and instead creates subversive industry innovation.

When our worldview is limited, not only is our ability to escape it stunted. We also become collateral to those who benefit from our perspective being impaired. Bitter exists to find paths that disempower designed cognitive obedience. Instead, it takes inspiration from dreams, our most private and authentic play-spaces. Knowing the power in agency, Bitter plays to live.

Play is a way of experimenting with possible feelings, possible identities, without risking the real biological or social consequences. Cut! time for tea, time to go home – and nothing in the real world has changed, except perhaps that the child is not quite the person that he was before, he has extended just a little further his inner knowledge of what it can feel like to be human. - Humphrey, Nicholas. The Inner Eye. Oxford; New York, Oxford University Press, 2002.

Bitter designs prioritize creations proven to increase critical and creative ability. This is done by implementing self-directed play or unusual elements, with power given to both freely explore and be surprised, similar to our dream worlds. My personal background after transitioning career paths from fashion to games includes 3D design and game management. Despite current industry trends, I'm especially interested in projects avoiding cognitively and socially exploitative models like common generative AI or NFTs. Unless, of course, the given project pursues altering the technologies inherent functions in its development, which normally reduce both sustainability and social capital, and instead creates subversive industry innovation.

When our worldview is limited, not only is our ability to escape it stunted. We also become collateral to those who benefit from our perspective being impaired. Bitter exists to find paths that disempower designed cognitive obedience. Instead, it takes inspiration from dreams, our most private and authentic play-spaces. Knowing the power in agency, Bitter plays to live.

Play is a way of experimenting with possible feelings, possible identities, without risking the real biological or social consequences. Cut! time for tea, time to go home – and nothing in the real world has changed, except perhaps that the child is not quite the person that he was before, he has extended just a little further his inner knowledge of what it can feel like to be human. - Humphrey, Nicholas. The Inner Eye. Oxford; New York, Oxford University Press, 2002.

Bitter designs prioritize creations proven to increase critical and creative ability. This is done by implementing self-directed play or unusual elements, with power given to both freely explore and be surprised, similar to our dream worlds. My personal background after transitioning career paths from fashion to games includes 3D design and game management. Despite current industry trends, I'm especially interested in projects avoiding cognitively and socially exploitative models like common generative AI or NFTs. Unless, of course, the given project pursues altering the technologies inherent functions in its development, which normally reduce both sustainability and social capital, and instead creates subversive industry innovation.

When our worldview is limited, not only is our ability to escape it stunted. We also become collateral to those who benefit from our perspective being impaired. Bitter exists to find paths that disempower designed cognitive obedience. Instead, it takes inspiration from dreams, our most private and authentic play-spaces. Knowing the power in agency, Bitter plays to live.