Developer & Designer

Mehrezat Abbas

I build things for the web — sometimes for clients and companies, sometimes for no reason at all. This is the tidier version of my site: the projects, the work, and a couple of the weirder things I couldn't help but make along the way.

About

Mehrezat Abbas

I'm a developer and designer based in Rapid City, South Dakota, with a BA in Computer Science from Claremont McKenna College and Harvey Mudd College. Day to day, I work full time on internal web systems for a contracting company, which means a lot of full-stack ownership across a consistent stack of C#, .NET, and Vue.

Outside of that, I design and build websites for small businesses and creative organizations, and I take on freelance and collaborative work — especially projects with room for unconventional ideas. I'm also interested in continuing the remote-sensing research I started in undergrad (light emissions from vegetation as a proxy for photosynthesis and CO2 intake), and — someday — partnering with National Geographic to help document endangered cultures and ecosystems.

I'm also drawn to ethnography and oral history — sitting down with people and asking how their world has changed. That interest carried a Fulbright proposal on climate and cultural change in Kyrgyzstan to the finalist round; further down is the version of that project that actually happened.

I care about software that's careful and legible, but I don't take it too seriously — most of what I build for fun is purposefully a little strange. More on that below.

Selected Work

A couple of the larger projects I've built end to end.

Technical Experiments

Pieces built around a hard constraint rather than a product spec.
More in this vein

A couple of smaller pieces in the same aesthetic register as the two above — liminal, looping, a little unsettling. No bigger point, just a creative interest I keep returning to.

Field Work

Interviews, not code.

Work In Progress

WIP · Largest personal project to date

ratwest

A side-scrolling narrative game rendered in a photo-collage art style, cast entirely with anthropomorphic rats. A young man returns to his small Midwestern hometown (loosely my own — Rapid City, SD) to look into a local ghost problem, and ends up pulled into the ghost side of the world altogether: a place full of cowboy ghosts he has to set free, one by one, by uncovering what they're each hiding.

Structurally it's an adventure game — people to talk to, clues that log into a journal, connections to draw between them. The centerpiece is a confrontation mechanic built for the big reveals: six clue "bullets" loaded into a timed, shootout-style standoff, where picking the right one under pressure is what cracks a character's guard and gets you the truth.

Take a look →