- Lies on a Budget
- SIPHO Performance
- UAL Creative Strategy 2022-2032
- Legally AI
- Mimisis
- Lasdun Extended Typography
- Pop Up Lookbook
- Run - The Game
- ‘Not I’ Title Sequence
“[...] As a child the lack of female superheroines (ironically, the word itself is underlined in red) was visibly significant: whilst boys could pick between a limitless selection of characters on tv or videogames impersonating their super powers, girls only had almost just a handful of options available. Of course, the quantity of alternatives would shrink even further because not all female characters were gifted. The majority of heroines or antiheroines were depicted as attractive women with slender and exaggerated curvy figures often with sensual voices and mysterious personalities. Their powers were centred; irradiating from and around the bust region, seemingly often to involve arms carrying full energy until their fingertips. Wide arm motions or intricate fingers poses would initiate and release their supernatural abilities during the battlefield against their enemies. This led me to better understand my fascination for whaacking: where emotions, elegance, strength and vulnerability meet.”
- Yasmin Ali Ahmed (2022)