1. Echo island



2025
Video game, 3D animation

Demo trailer:





This game is a exploration of verticality, movement, and placelessness, where players navigate a environment of white structures suspended in sky, inspired by Gaston Bachelard’s poetics of space and Marc Augé’s theory of non-places.

Here, the world is a sequence of fleeting encounters, a luminous scaffolding where figures—light-bodied and unburdened—ascend without arrival. As Bachelard suggests, to climb is to dream, to inhabit the vertical is to suspend the weight of memory. The structures are neither ruins nor monuments, only the unfinished echo of motion itself.

Yet, in this placeless clarity, Augé’s non-place lingers. These architectures belong to no history, no identity—pure passage, unclaimed and indifferent. No walls enclose, no doors demand entry, only open air and the rhythm of ascent. What is a space that does not ask to be named? What is a body that moves without destination?


Trailer screenshots:




Procedural Architecture with Rhino & Grasshopper
The initial architectural models were created using Rhino and Grasshopper. In Grasshopper, I used the "Divide Surface" function to break a square into multiple points. These points were then systematically rotated and distributed using Tensor Display. Next, I placed generated objects at each point, adjusting their angles and sizes to form a structured matrix. The point data from this matrix was then exported as a table and imported into Unreal Engine, where I used it to generate a parametric architectural environment.


Procedural Architecture with Houdini
For additional structures, I used Houdini with two different methods:
  1. Geometric Transformation – I duplicated, rotated, and arrayed a base shape (a square) to form a clustered architectural structure. Then, I merged and intersected it with other shapes, cutting and combining them to create a unique building.
  2. Equation-Based Modeling – I input mathematical equations into a script, generating complex geometries algorithmically.


Game Environment & Interaction
By combining these architectural elements, I built the initial game environment. The game incorporates a physics engine, enabling the character to interact with objects such as ladders, stairs, and bricks, responding with realistic motion and animations.


Game Details:





Process:



User testing (DT POP UP ARCADE SP25 game exhibition):