YU-WEI TSENG Selected Projects 2018-2023
The cover of this portfolio is inspired by "Pong, 1972", one of the first computer game ever created.
One achieves completeness as a person solely during the pursuit of Gaming.
I believe a well-crafted game should possess the capacity to engage from multiple facets, evoking discourse or amusement alike. Such games may at times obviate the necessity for any language, intriguing players through factors beyond game text, such as artistic aesthetics and mechanics, thus kindling their curiosity to indulge in play. Curiosity or the desire to triumph is the essence of gaming, prompting individuals to voluntarily endeavor to resolve superfluous challenges. Drawing from my educational background in architecture, I aspire to leverage the unique qualities of games as a medium to effectuate positive change in my life's course for society.
I posit that employing games as a medium can spotlight overlooked issues and, potentially, influence the collective behavior, steering society toward a brighter trajector y. In contrast to conventional pedagogical methods that often engender resistance, I believe that this game-centric approach to learning can resurrect issues gradually fading from public attention, offering new prospects for environmental education and gaming.
CONTENT CONTENT CONTENT CONTENT CONTENT Architectural Project 01 Waldeinsamkeit
research based game development
02 Archoholic
research based game development
03 Trash Can Do What
research based game development
Game Project 04 Petaverse
research based game development
05 Trashure
research based game development
06 Cut the Cube VR emission sword
Appendix
Other Works
01 | WALDEINSAMKEIT 01 | WALDEINSAMKEIT 01 | WALDEINSAMKEIT 01 | WALDEINSAMKEIT 01 | WALDEINSAMKEIT Project Question
What emotions do architecture and the environment evoke in individuals? Concept
"Waldeinsamkeit" is a German term describing an abstract state of being. It refers to that ineffable feeling when you walk into a forest,
surrounded by the fragrance of flora, with birds gracefully soaring overhead, their tails brushing against treetops, emitting gentle sounds, and the ground beneath your feet resonating with the hum
of insects. In that moment, your inner self is filled with tranquility and freedom, defying verbal description. This term encapsulates that unique state, which serves as the core message I aim to convey through this project.
Year: Oct 2022 — Dec 2022 Type: Architectural Personal Academic Project Genre: Spiritual Space Instructor: Yu-Hsiang Hung
Introduction
During the initial site investigation, I was deeply drawn to the presence of trees within the site, and as a result, trees became the central focal point of this project. Using my own body's scale, I positioned the trees within the site to determine suitable spaces for accommodating the architecture. Throughout the process of integrating the architecture, I incorporated the bodily sensations from my observations of the site to define the functionality of the architectural structures.
Research
Using my foot, calibrated to a scale of 25 centimeters, I meticulously positioned all the trees within the site and roughly recorded the height and growth tendencies of each tree relative to their lengths. I observed that due to the site's proximity to the coast, tree growth is influenced by wind direction, and tree species are related to their distance from the shoreline. Employing topological methods, I categorized trees by species and formulated the territories of each tree based on their positions within the site. I noticed that the root systems of trees shape their territories in sharp and distinct patterns, while their canopies, influenced by foliage, create blurred and organic shapes.
01 WALDEINSAMKEIT
fluenced by foliage, create blurred and organic shapes.
fluenced by foliage, create blurred and organic shapes.
Experiment
My design aims to harmonize with the environment without compromising any trees. In other words, my design should be lightweight, not excessively tall, and seamlessly blend into the surroundings. Drawing from the tree analysis, I created several design prototypes resembling folded plate structures, attempting to integrate them with the areas surrounded by tree roots.
Design
I utilized weathered steel as the primary material and embedded folded plate structures within it. This design not only avoids harming any trees but also progressively integrates with the surrounding trees and environment over time. Subsequently, I meticulously examined various components of the installed structure, defining elements that create space while incorporating bodily sensations from the site investigation. This has resulted in an intermediary space, inviting urban residents to access the coastline. During the day, people can move from the city to the coast, and at night, the city's lights guide them back to the coast. While traversing "Waldeinsamkeit," each individual can engage in a dialogue with my design and the surrounding trees, obtaining a unique experience.
Conclusion
This project explores the impact of the environment on individuals' inner spiritual worlds and presents it through architectural design. Inspiration drawn from the site investigation led me to discover the opportunity for creative design, ultimately reevaluating the significance of the project for experiencers, the trees within the site, the coastline outside the site, and the city. This design approach, which combines rationality and sensibility, allows experiencers to easily comprehend the design while providing them with profound experiences. As a designer, this is the design philosophy I have always pursued.
01 WALDEINSAMKEIT
01 WALDEINSAMKEIT
02 | ARCHOHOLIC 02 | ARCHOHOLIC 02 | ARCHOHOLIC 02 | ARCHOHOLIC 02 | ARCHOHOLIC Project Question
What is the significance of arches in contemporary society? Concept
My project is aptly named "Archoholic," a fusion of "Arch" and
"Alcoholic," signifying one's ardent passion for arch structures. I
consider architectural language as a wellspring of creativity, which, when reevaluated and amalgamated, gives rise to arch structures
with multifaceted spatial characteristics. My goal is to explore the evolution of architectural language across different eras and ignite boundless imagination about architectural forms.
Year: Apr 2020 — Jun 2020 Type: Architectural Personal Academic Project Genre: Campus Space Instructor: En-Yu Huang
Introduction
During the initial site investigation, I discovered a multitude of arch structures from various epochs within the site. These arch structures exhibit unique architectural styles and languages, encompassing elements such as windows, corridors, door frames, and rooftops. By delving into the characteristics of these spaces, I embarked on crafting a distinctive architectural language tailored to the design project, integrating it seamlessly with diverse functional requirements.
Research
02 ARCHOHOLIC
I partitioned spaces into fundamental units (infill), each enveloped by arch structures and endowed with arch-shaped openings that confer distinct properties. For instance, a solitary opening may denote the characteristic of 'stay,' while two openings may symbolize 'connect' or 'turn.' As these units expand, their properties become increasingly intricate, potentially concurrently featuring 'connect' and 'turn' characteristics, with one attribute potentially taking precedence.
Experiment
I endeavored to create design prototypes by aligning space units with differing characteristics to actual spatial requirements. Concurrently, I introduced various building materials for different spatial functions, such as concrete and metal sheets, while deliberating on their feasibility during construction. For instance, metal sheets may serve as molds for concrete; upon completion of pouring, the choice may be made to retain the metal sheets to display a metallic surface or remove them to reveal a concrete finish.
02 ARCHOHOLIC
Design
Against the backdrop of impending railway underground development and the forthcoming expansion of campus spaces, I introduced my design philosophy into existing structures, reinterpreting arch structures with a contemporary perspective. These structures are envisioned as bridges connecting the campus and the urban landscape, emblematic of a new era.
Conclusion This project seamlessly amalgamates elements of history, modernity, and the future, with history serving as a wellspring of design inspiration, and its realization within the modern-day context symbolizing an outlook toward the future. My aspiration is for this logically structured and self-contained design to kindle enthusiasm and boundless creativity in people regarding arch structures.
02 ARCHOHOLIC
03 | TRASH CAN DO WHAT 03 | TRASH CAN DO WHAT 03 | TRASH CAN DO WHAT 03 | TRASH CAN DO WHAT 03 | TRASH CAN DO WHAT Project Question
What hidden insights can be revealed through trash cans? Concept
By collecting and recording data from our household trash cans, I
aim to derive new meaning from each piece of garbage. My goal is to encourage people to reconsider seemingly ordinary and disposable items, discovering potential deeper insights.
Year: Mar 2022 – Apr 2022 Type: Data Analysis Personal Academic Project Genre: Data Visualization Instructor: Yen-Ting Cho
Introduction
"TrashCanDoWhat" is dedicated to uncovering the hidden information within our household trash cans and visualizing it, transforming the data into an interactive resource.
Research
Litterati collect geographic data about trash, as well as the Victor Stanley Relay sensors installed within trash cans to measure their fill levels, subsequently transmitting this data to relevant entities. I believe that more comprehensive data collection about trash, including volume, weight, manufacturing origins, and sale locations, can reveal additional underlying societal issues.
Experiment
Regarding data visualization, I have conducted various experiments and studies.
Design
Before discarding each piece of trash into the can, I record details such as its manufacturing origin and point of sale, accompanied by photographic documentation. Subsequently, we categorize each photo by dividing it into sections to distinguish different types of trash. By allowing users to interact with various types of garbage, we present information on its distribution, trends, distances to manufacturing facilities, and sale locations. These visualized data sets enable users to understand the frequency of specific types of trash generation, the timing of production, and the carbon footprint of products before becoming waste.
Conclusion
This project can explore three-dimensional data visualization, presenting additional information within the space of a trash can. I believe that considering differences in data generated by different individuals holds the potential for this project to become a viable product in the future.
03 TRASH CAN DO WHAT
04 | PETAVERSE 04 | PETAVERSE 04 | PETAVERSE 04 | PETAVERSE 04 | PETAVERSE Project Question
Can people in urban life alleviate loneliness through pet ownership applications? Concept
We have designed an engaging scenario where extraterrestrial beings
visit Earth, and users take on the role of caring for these alien pets. Through immersive interactions with virtual extraterrestrial pets, users
can experience a sense of escaping reality in real-world architectural spaces, thus alleviating the various pressures of urban life.
Year: Oct 2022 — Dec 2022 Type: Game Group Academic Project Genre: AR Interactive Game Instructor: Yang-Ting Shen Team: Shao-Tung, Chen(Artist), Me(Producer, Programmer)
Introduction
We have designed an engaging scenario where extraterrestrial beings visit Earth, and users take on the role of caring for these alien pets. Through immersive interactions with virtual extraterrestrial pets, users can experience a sense of escaping reality in real-world architectural spaces, thus alleviating the various pressures of urban life.
Research
We have actively researched and developed the structural framework of the "Petaverse" software system while also establishing a viable business model.
Experiment
During the development process, team members conducted research on the appearance of extraterrestrial pets to ensure their design meets user expectations.
Design
Conclusion
We have created a pet value balance system and A s a p r o g r a m m e r a n d p r o d u c e r, I d e e p l y incorporated scanned sounds and animated understand the need to balance project integrity feedback as part of the foundational product and communication with the artistic aspect. prototype. Additionally, we have chosen the Furthermore, I believe that conducting user Department of Architecture at National Cheng Kung testing and implementing "Petaverse" in various University as a demonstration site to showcase the architectural environments will contribute to further refinement and development of this project. system's functionality.
04 PETAVERSE
05 | TRASHURE 05 | TRASHURE 05 | TRASHURE 05 | TRASHURE 05 | TRASHURE Project Question
What is the relationship between human gaming and environmental issues?
Concept
Through field research, I have gathered an extensive collection of visual and audio data that serves as the foundation for building
the game. Simultaneously, I actively explore knowledge related to environmental pollution and waste management, incorporating it
into the game's storyline. By combining visuals, sound effects, and text, I aim to create a dystopian, eye-opening gaming world that enables players to profoundly grasp the severity of environmental pollution while enjoying the game.
"Best Five in Green Hackathon Creative Selection organized by the Environmental Protection Administration, Taiwan, 2023" "Preliminary selection in the 9th Wuhan Golden and Silver Cup Innovation and Entreprenurship Competition, Taiwan, 2023"
Year: Jul 2022 — May 2023 Type: Thesis Project Genre: 2D RPG Instructor: Po-Wei Lai
Introduction
While the gaming industry is flourishing, the world is still facing severe environmental challenges. I delve deep into how games, as a medium, can not only provide enjoyment but also rekindle awareness of environmental issues.
05 TRASHURE
Research : the Evolution of Game Genre
I extensively investigate the history and various types of games to better assess the direction of game development. Additionally, I meticulously examine existing environmental educational games to determine the competitive advantages and feasibility of "Extreme Trash World" in the market.
Research : the History of Game
05 TRASHURE
Design I reinterpret urban landscapes through the lens of photography and then seamlessly incorporate these images into the game as interactive map elements. As players explore the game world, these images will subtly linger in their subconscious. Images no longer conform solely to traditional presentation but instead ser ve as a form of background information that enhances gameplay. Through on-site investigations, I gain insights into garbage truck routes and the eventual destinations of my personal waste disposals. General waste is transported to the Yongkang incineration plant for combustion, and in cases of full capacity, it is promptly redirected to the Chiayi City West incinerator for urgent processing. Recyclables are sent to the Rende recycling facility, where they are manually sorted, and during late-night hours, specialized recycling companies collect these resources. Garbage trucks ultimately return to the East District garbage truck parking lot, awaiting the next day's operations.
Through field research and interviews, I delve deep into the waste disposal processes, as well as the operations of incineration plants and recycling facilities. I transform this knowledge into dialogues between in-game characters, allowing players to indirectly absorb this information while completing game missions, rather than being compelled to learn through traditional educational methods. Following the conclusion of field research, I conduct various experiments, including image pixelation and attempts at different artistic styles. These experiments aim to present images of waste in an engaging and satirical manner.
05 TRASHURE
Experiment
Conclusion I have come to a profound realization of the potential of experimenting with game art styles and integrating game mechanics with waste management knowledge. I believe that this environmental project, utilizing gaming as a medium, necessitates additional elements such as player behavior observation and data analysis to gain a clearer understanding of the relationship between human gaming behavior and environmental issues.
05 TRASHURE
06 | CUT THE CUBE 06 | CUT THE CUBE 06 | CUT THE CUBE 06 | CUT THE CUBE 06 | CUT THE CUBE Project Keyword
VR, Lightsaber, Cube Cutting Design
Upon entering the game, players will encounter blocks periodically
launched from various directions. Players must utilize the lightsaber in their hands to slice these blocks and score points. In addition to
the game's background music, there will be corresponding slicing sound effects during block cutting.
Conclusion I consider this experiment a promising endeavor in translating diverse
gaming concepts into tangible gaming experiences. In the future, we can continue to expand the game's maps and implement a leaderboard feature to enhance the enjoyment and competitiveness of the game.
Year: Aug 2023(1 week) Type: Game Academic Personal Project Genre: VR Interactive Game Instructor: Jun-Ru Chen
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What kind of game designer do I want to be?
In the current backdrop of technological advancement, gaming, apart from its inherent playability, has exerted a profound influence on our society. I contend that to become an exceptional game designer, one must possess interdisciplinary knowledge and thinking. Furthermore, it is imperative to approach problems from angles unforeseen by others, in other words, to discern what eludes the ordinary observer. In this segment, I present my creative works accomplished through the use of various media. Creation is akin to construction, be it physical artifacts, conceptual constructs, or the construction of entire worlds. I endeavor to regard every facet of life as nourishment for my game construction, aspiring to become an architect of virtual realms a game designer.
Creation that plays with media
Misconception
Film recording work, Yilan City, Taiwan, 2018 Experimental film making be overlapped audio and image
Creation from hand-drawing to exhibiton models
Stagger
Installation art, Tainan, Taiwan, 2018
Installation art, Tainan, Taiwan, 2018
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Carrier-M
Creation that plays with media
Higanbana
Mix media image creation, Taitung City, Taiwan, 2020
Creation that plays with media
The mumbling from the South
Collage Photography, Tainan City, Taiwan, 2021
Grafting
Collage Photography, Tainan City, Taiwan, 2021 APPENDIX
Thanks for those who has been so supportive.
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