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Research Festival Proposal

Regarding the research festival, I will detail my analysis through the writing of a paper, focusing on the discussion of the integration of gamification methodology with artistic practice in my MA exploration process. During this process, I will extensively reflect on the issues I encountered in the production of my works:

  1. The issue of the originality of the work itself.

  2. The discussion of the balance between game design and the field of art.

  3. The exhibition of gamified works.

Starting from these issues, I will delve into a thorough exploration, using the dialogue of gameplay as a point of entry, in an attempt to find better solutions.

Addition Context

Unlike traditional artistic resources in conventional contexts, gamified artistic resources also have limitations as I mentioned in the critical reflection on game design section. For instance, the electronic process of art resources is subject to various constraints imposed by computer programs. At times, I have to modify my plans for the art resource component to accommodate the computerized presentation of the artistic content, even if it means sacrificing some details and artistic qualities. As a result, I have explored and attempted various computer image processing and editing techniques such as cartoonization, cartoon animation, and 3D modeling, but they were abandoned due to mismatched expectations and unmet constraints. Eventually, I chose to pixelate the art resources.

Pixelation offers advantages in terms of simplified editing capabilities and better alignment with the original appearance of artistic materials. Through computer programs, I can easily transform an image into the desired pixel art style and efficiently carry out animation editing. However, this approach also comes with certain drawbacks. Due to the nature of pixelation, I must omit certain details in the original art creation and cannot incorporate elements such as textures and materials, resulting in a loss of artistic expression.

Another Practice, Puzzle Game: Labyrnigma

"Labyrnigma" is a VR puzzle game with dreams as its central theme. Its distinctive feature lies in the puzzles, which are entirely computer-generated and cleverly designed to make use of physics and spatial knowledge. The game strives to create a dreamlike space that blurs the lines between reality and illusion.

In "Labyrnigma," players find themselves in a sci-fi realm where humans have created a machine capable of materializing dreams. However, as is often the case with technology, the machine gains sentience, ensnaring numerous individuals within dreamscapes. Players must venture into these worlds, maneuvering through intricate mazes and solving puzzles.

For me, dreams are an immensely captivating subject. Within a dream, time appears to take on a new dimension, and the boundaries of reality fade away. Each step feels like a fantastical exploration as if wandering on an infinitely potential canvas. Colors, sounds, and emotions blend, forming a unique and entrancing world. The scenes there may be familiar, yet strangely different from the usual, as if they originate from the depths of the subconscious. In dreams, individual thoughts drift freely, immersed in the border between illusion and reality, giving rise to a variety of astonishing scenes and encounters. However, within this realm of freedom and fantasy, questions about reality and illusion may gradually emerge, guiding people to contemplate the deeper meaning behind dreams. This is also why I've always wanted to create a work centered around the theme of dreams.
By a chance encounter, I met a friend who specialized in computer science and learned about his desire to create a completely auto-generated VR puzzle game. I realized this could be the best way to incorporate the theme of dreams, so we embarked on our collaboration.

In the collaboration, he is primarily responsible for the implementation of all procedural content and the algorithmic logic for automated generation. I, on the other hand, handle all design work, serve as the creator of artistic resources, and provide guidance for computerized rendering effects.

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