Game UX Designer & Researcher  ·  Trauma-Informed & Affective Design

Sana
Afreen

I research how interactive systems can hold people through difficult emotional experience — then build the games that prove it. Narrative and interface design are how I test the research, not separate disciplines.

The Work Beneath the Work

My research lives at the intersection of human-computer interaction, behavioral science, and affective design. I study how interactive systems can hold space for people navigating high-stakes emotional content — not by simplifying the experience, but by building scaffolding that meets users where they actually are.

01 — Focus

Affective Design

Designing systems that actively account for emotional state — building feedback loops, pacing, and interaction models around the felt experience of the user, not just their task completion.

02 — Focus

Trauma-Informed Mechanics

Translating trauma research into interactive design language — creating systems that support regulation, not overwhelm, for users navigating difficult or high-stakes content.

03 — Focus

Behavioral Scaffolding

Applying Self-Determination Theory and cognitive load frameworks to design systems that actively support motivation and reduce friction at the precise moment of action.

04 — Focus

Narrative as Intervention

Using interactive narrative architecture to shift attitudes, build empathy, and support emotional reframing in serious game and educational contexts where story structure is the design.

Selected Work

Every project here asks the same question: how do interactive systems change the way people understand difficult experiences?

Stories as Systems

I write literature disguised as game lore. Narrative design, for me, isn't decoration layered over mechanics — it's the structural logic that makes a system emotionally legible to the person inside it.

My narrative work operates at the level of architecture: how does the shape of a story teach a player what kind of world they're in? How does a room's layout communicate psychological state? How does pacing function as emotional scaffolding?

I bring the same rigor to narrative that I bring to UX research — because a story that doesn't land with a user has failed as design, not just as art.

Who I Am

I'm a Game UX Researcher with an M.S. in Human-Computer Interaction from DePaul University, where my work focused on affective design, trauma-informed mechanics, and behavioral scaffolding in interactive systems.

Narrative design and interface design are how I test that research — I think like a researcher first, then build the story architecture and interaction systems that carry the findings into something a player can actually feel.

I'm drawn to the places where human emotional experience and interactive technology get complicated — high-stakes content, neurodivergent users, trauma histories, displaced populations. The places where getting the design wrong has real consequences.

Education

  • M.S. Human-Computer Interaction — DePaul University
  • GPA: 3.83 / 4.0

Expertise

  • Affective Design & Behavioral Science
  • Trauma-Informed UX Research
  • Serious Games & Narrative Systems
  • Interactive Narrative Architecture
  • UX Research & User Testing

Tools

  • Figma · Unity · Twine
  • HTML / CSS / JavaScript
  • Blender · Notion

Let's Work Together

I'm currently open to game UX design roles, research specialist roles, and studio opportunities in game UX and narrative design — particularly with teams working at the intersection of interactive systems and meaningful human experience.

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