June, 2025 | Game Studies, Software Studies, Game Rules
My dissertation tackles a very broad and theoretical question in game studies - how do game systems make meaning? My dissertation answers this question
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.
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.
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.
July, 2024 | Visual Creativity, Text-to-Image, Game Design, Philosophy of Art
This conference paper applies the art philosophy of Gilles Deleuze to think about how text-to-image models change the way the image creator relates to the created images. It also studies how games with traditional painting interfaces and text-to-image interactions differ in their design.
March, 2022 | Data Visualization, Information Retrieval, Natural Language Processing
My master thesis explores the properties of an agent-based system named Monte Carlo Physarium Machine - an algorithm inspired by slime mold. The model was applied to language embedding data reduced to three dimensions. You can find the web app Polyglot in the portfolio page.
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.
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.
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.