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.
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.
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.
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.
"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.