More than Interactivity - Designing a Critical AI Game Beyond Ludo-Centrism

April, 2025 | Critical Game Design, Narrative Game, Critical AI, Text-to-image

This paper proposes a non-ludo-centric approach, where the themes of the game inform the narrative, visuals, mechanics and software systems of the game design. The paper details a case study of my dissertation game Sea of Paint - a speculative fiction game based on research and philosophical explorations on the contemporary machine learning technologies. You can find the game in my portfolio page.

Infrastructure of Agency - An Anti-essentialist and Post-humanist Framework for Video Game Agency

December, 2024 | Game Studies, Agency, Rhythm Games

The core problem this journal article is trying to solve is that discussions around agency focus too much on game rules, not embodied agency or interpretative and social agency. I provide an anti-essentialist understanding of video game agency, and study the game Rhythm Doctor, which has fascinating explorations around player's bodily agency.

Corporeal Capture - The Rhetoric of Boundaries in Procedurality

September, 2024 | Object Oriented Programming, Game Studies, Software Studies

This paper studies how object-oriented paradigm, prevalent in game engineering, can embed ideological assumptions in building a game, where certain representation of world is easier than others. It studies Crusader Kings III and Civilization VI to talk about how ablist and nationalistic representations are downstream of its object-oriented representational scheme.

On the Maintenance of Meaning - A Deleuzian View on Proceduralism

January, 2022 | Proceduralism, Game Studies, Post-structuralism

My first game studies paper tackles proceduralism in game studies - a particular way to think about how game rules create meaning. I apply a post-structuralist reworking of proceduralism to understand how context and variability are central to how systems come to produce meaning.

A Hybrid Search Agent in Bomberman

December, 2018 | Artificial Intelligence, Video Games

We developed an AI agent that combined rule-based system and Monte Carlo Tree Search in a hybrid approach. The highlight contribution of this project is the process of how we configure the algorithms to work in a resource-intensive environment resembling the Bomberman game.

Atoms of Confusion - Investigating Confusing Code Elements

May, 2018 | Software Engineering, Programming Languages, Program Understanding

I participated in a project that investigates confusing elements that can occur in C code. The confusing elements are termed atoms of confusions and their occurrances in software projects were studied using quantitative methods.