This website is a collaboration by Sienna Zhang and Claude.
Feel free to explore everything I've completed and the ones still in progress; they are the best way to get to know me.
I'm obsessed with Cyberpunk, Y2K, and Retro aesthetics.
I love AI, Dream pop, and Detroit: Become Human.
I'm also a fan of Max Verstappen and George Russell.
Fan tribute site reimagining CyberLife Corporation from Detroit: Become Human as a sleek enterprise portal. Features product showcases, corporate messaging, and immersive world-building with custom UI design. 致敬《底特律:成为人类》中的仿生人公司网站,展示产品、企业信息和沉浸式世界观构建。 Site hommage réinventant CyberLife Corporation de Detroit: Become Human comme portail d'entreprise élégant.
Led a data journalism project examining mental health challenges for rural women in China. Processed multi-source datasets to create 10+ visualizations, synthesized 20,000+ words of research materials, and designed an interactive report website integrating narrative, data viz, and custom graphics. Received top evaluation. 领导数据新闻项目,研究中国农村女性心理健康挑战。处理多源数据集创建10+可视化图表,综合20,000+字研究材料,并设计交互式报告网站,整合叙事、数据可视化和定制图形。获得最高评价。 Dirigé un projet de journalisme de données examinant les défis de santé mentale pour les femmes rurales en Chine. Traité des ensembles de données multi-sources pour créer 10+ visualisations, synthétisé 20 000+ mots de matériaux de recherche, et conçu un site web de rapport interactif. Meilleure évaluation.
Contributed to publishing of three indie games (Furry Company, Retrace the Light, Sweet's Devil)
Built and managed Furry Company's X and Discord communities from scratch; released 90+ posts and gained 150+ followers in one month
Collaborated with 100+ KOLs across international scoial media; supported expo events including Shenzhen Animation Expo and ChinaJoy
Supported three gaming and two e-commerce campaigns; independently managed the Indonesia game promotion campaign
Secured 80+ KOL partnerships, 50+ signed collaborations, 1.5M+ video impressions, and 6.3% average engagement rate
Designed and executed a cross-national survey (N=94; participants from 30+ countries) to examine player entry pathways, narrative engagement, and transplatform participation
Conducted 14 in-depth semi-structured interviews with international players, content creators, and streamers; applied interpretive thematic analysis to identify how players produce emotional and social capital that circulates within game ecologies
Conducted 19 semistructured in-depth interviews with Chinese social media users (ages 18-30), focusing on participants' educational backgrounds, media literacy exposure, and news consumption habits
Conducted thematic analysis of a nearly 40,000-word interview corpus to identify and integrate verbatim participant quotations aligned with the study's conceptual categories, strengthening thematic claims regarding personalization, algorithmic risk, and credibility judgments