← Shuree Sarantuya

[Games]

2025 · Walking Sim, Forced POV, Game performance · Unreal Engine 5, Live playthrough · 15 min

Mongolia's often unhoused underclass — nomadic and semi-nomadic peoples — are affected by the violence of colonial-capitalist development in multiple ways: robbed of their land, resources, and thus deprived of self-sufficiency in the name of exploiting 'mineral wealth', and exposed to the resulting ecological damage including pollution. The latter is weaponized as sedentary lifestyles are propagated both as a retreat from pollution and as a means of overcoming it, for example by privatizing the care of one's personal environment.


During the "Pluriverse of Peace" conference at ICI Berlin, the lecture was performed with a live playthrough of this video game as a presentation.

2025 · Walking Sim, Digital Exhibition · Unreal Engine 5 · Variable duration

1470m² is a video game and digital exhibition spanning 11 rooms and one lobby. Each level contains the work of a student from the 3D Composition seminar, with different gameplay, themes, aesthetics, and degrees of interactivity. The lobby is shaped as a Möbius strip — an endless loop that shifts gravitational direction as the player walks through. A miniature map is provided for navigation.


Game mechanics, development, sound: Shuree Sarantuya · Game asset coordination, development, lobby design and creation: Nathan Schönewolf · Contains artworks from: Anastasiia Afanasieva, Sabrina Boukhezar, Li-An Hong, Sangah Hwang, Yubing Ji, Goeun Kim, Jiwoo Kim, Juyoung Lee, Seokhyeon Lee, Luca De Marco, Paula Isabella Vargas Perez, Yichao Wang, Yufeng Ye.

2024 · Walking Sim, Atmospheric, Experimental · Unreal Engine 5 · Variable duration

Campingscene begins with the player entering an apparently unfinished game level. The environment is shown in its raw state: surfaces carry placeholder materials, and trees are reduced to low-polygon proxy shapes that sway in the wind. As the player moves further in, the surroundings shift — photorealistic grass, a valley, dense foliage, and a tent pitched near the tree line.


The work makes visible the pipeline of game development, revealing how identical technical structures underlie both the rough and final versions of a scene.

2022 · Walking Sim · Unreal Engine 4 · 5–8 min

Soundroom is a walking simulator that demonstrates the fundamentals of 3D audio within a game engine. The first room introduces a single sound source, using attenuation radius to model how volume and depth change with distance. The second room builds on this by adding binaural panning — audio shifts left or right based on the player's position. The third room applies generic occlusion: when the player moves behind a wall, the sound becomes muffled and obstructed. A fourth experimental room combines multiple simultaneous sound cues, treating each as a spatial object with its own three-dimensional presence.

2019 · VR, Atmospheric, Experimental · Unity · Variable duration

"URTS" is a multi-sensory experience that invites the audience not just to be in a virtual space; rather, it invites them to be aware of their bodily sensation. "URTS" is a mobile tepee home for the indigenous Dukha people of Mongolia. The tepee exists synchronically both in the real space as an installation and in the virtual space as a virtual nomadic settlement. The objective is to touch and feel.


This project has no specific duration; rather, it has an escape effect. Inside VR, the user has no body or visible controllers. To navigate, Urts asks the audience to touch around with their hand.