Video games

 

Below, you can find more information about the games created for various aims such as fun, music creation, education, art installation, game jams and marathons.

 

Overfall: Overfall is an party-based turn-based strategy game with RPG and Rougelike elements. I was part of the Overfall for more than a year as an advisor touching many points and going through exploration, tech demo, Kickstarter, Steam Early Access, GDC booth and final relase. You can learn more about Overfall from the Steam page.

 

Highlights Every Day: The digitalization of the Highlights magazine. I worked on project till launch, creating the activities including multiple puzzles. Android iOS

 

TMNT Training Lair: TMNT Training Lair is an Xbox Live Arcade game that uses Kinect. The game is released as a promotion to the 2014 TMNT movie. A Windows version with the Kinect For Windows v2 was also deployed at Comic-Con 2014. The game was created in Unity, and I worked on the Kinect integration and shaders.

 

Causality: Causality is my latest game-based installation. Please see the Causality page for more details.

 

Dreams: This is a game that was created for a Unity test within 5 hours. I was given bricks and a ball shooting mechanism as the beginning. The game does not have sound and no cursor locking in the browser. Since there is no sound, some feedback mechanisms that should go through sound goes through vision. This creates a muddy and conflicting perception such that as you advance in the single level the amount of blur decreases. And with each ball you shot the visuals get more noisy. These two conflict for the untrained eye. Here is the game.

 

10 Seconds of Relativity: 10 Seconds of Relativity is a Ludum Dare 27 Jam entry created with Yaman Terzioglu. All the contents (coding, assets) are original except for the iTween for Unity. The theme was "10 Seconds" and the game presents the relativity of time through FPS mechanics. The game is exteremly short and only features 3 levels. You can find the game here.

 

TreeScape: TreeScape is created in less than 4 hours for 7-hour-FPS challange part of 7-day FPS jam. More information about the game can be found at 7dfps website. Here is the updated (additional ~5 hours) version for the 7dFPS: TreeScape v1.1

 

Walk the Dark: Walk The Dark is a platform game about facing the unknown. To complete the game, you need to jump through platforms in the dark by tapping the screen. The game consists of a single level; however, the level is created procedurally every time you load the level. Thus to finish the game, you need to take leap of faith without seeing what the game or the future holds for you! Also, memorizing the level is not an option since, it changes every time. This is a hard game and winning requires a combination of skill and luck. The game was developed around 5 hours for a hackathon.

link

 

Agateophobia: A Journey through Subconscious: Agateophobia: A Journey through Subconscious is a collaborative (with Yaman Terzioglu) game pitch for the Bosch art game competition. For more information see the project page.

 

Breezes Of ...: Breezes Of ... is a video game-based installation about escapism and experiences both virtual and real. For more information see the project page.

 

StarCraft II: Form, Space and Order: The project is a set of maps created in StarCraft II Map Editor. The maps are created according to Francis D.K. Chings' categorization of 'spatial organizations': Centralized, Linear, Radial, Clustered and Grid. The project takes the architectural concepts and superposes them onto the dynamics of real-time strategy game.

Maps:
Centralized Linear Radial Clustered Grid

 

Ad Infinitum³: Ad Infinitum³ is a theatre piece, in which the audience becomes the actors. Inspired by Capek brothers' The Insect Play, the play questions the place of individuality, family and society. In addition to the regular theatre concects like acting, dance, lighting, sound and music, the play also includes new media elements like video game, networks, database, algorithms and coding. In fact it is the multiplayer game inside the play that tells the story with the audience participating through their smart phones. The collaborative work was performed for the opening show in Prague Quadrennial 2011.

Ad Infinitum³ website
Short Video Documentation
PQ Information
Purdue News
Birth of the monster
Poster, Image 1, Image 2, Image 3

 

The Castle of Asterion: The Castle of Asterion is a new media work in the form of a short 3D-video game that is experienced through a 1st person point of view. Inspired by Borges and Kafka, the game takes part in a labyrinth and it challenges how we perceive the space around us. In the game, the players try to find their way through the labyrinth via the sound and the music they hear. The experience exposes our tendency to depend on the visual information in our daily life rather than the audio information that exists around us. Finally, the game forces the players to abandon their visual understanding and realize their ability to visualize the space through hearing as they venture through the game.

Online version (requires Unity3d plugin)
Video Documentation

 

Virtual Experimental Audio Environment (VEAE): The aim of VEAE is to experience sound effects within an architectural concept. The environment features four buildings from four different styles and music associated with those buildings. The user can experience listening to the music either through room acoustics or through the sound effects triggered by interacting with the buildings.

Online version (requires Unity3d plugin)
User's Manual
Video Documentation

 

Videogame as Medium and Art: Videogame as Medium and Art is an article in the form of a video game featuring sound, image, video and gaming. The article discusses video games' relation with art through examples and the medium itself.

Online version (requires Unity3d plugin, large file size)
Video Documentation
Paper

 

Instrument: Instrument is an audiovisual musical instrument created in a video game engine. The instrument employs computer peripherals as inputs to trigger tones, samples, sound effects and visuals. Unity3D's particle effects are implemented to create complementary visuals, while professional virtual instruments are employed via Max/MSP/Jitter to create sounds. Single-player version is created but the multi-player version is in progress.

Video Documentation
Basic Demonstration
Small Performance

 

Unity3D - Max/MSP/Jitter Workshop: Workshop given on integrating Unity3D with Max/MSP/Jitter in order to create games that include sound and motion as input. Max-Unity3D Interoperability Toolkit from DISIS at Virginia Tech. is used.

Tutorial

Experience Accelerator: I worked in the Purdue Serious Gaming Center for Experience Accelerator, a DAU-funded project that spans multiple universities, as a graduate research assistant for 1.5 years mainly working on the client side development and design in Adobe Flash. My responsibilites were creating a virtual desktop with essential applications (calendar, file explorer), providing some of the visuals, implementing chat tool that uses XML files created with Chat Mapper.