Korean language
Arrdon is an artist who attempts to reconstruct reality through various technologies and media, one-person productions combining short novels and moving through sound, graphics, video, performance, and works that leadd to a game-like format for interacting with the artwork are an ongoing exploration of genres and formats and a constant question of how effective works placed in reality will be.
Arrdon, Too Much Play, mixed media, game, single channel video , 2018
'Idiot Map' is a game where visitors access it through a QR code on a website using their mobile devices. In this game, visitors control their avatars to explore the exhibition space, Space Can, while physically viewing the exhibition. The game is designed for players to complete tasks on the exhibition map while experiencing the actual exhibition.
Developed using Pico-8, an 8-bit-style development tool, the game transforms the exhibition space's first and second floors, rooftop, and stairs into a 2D plane. It places treasure chest-like objects at locations with works by participating artists or where events occur during the exhibition period. Visitors' avatars can interact with these objects by touching them, which increases their fatigue. When the fatigue reaches 10, the game ends.
Arrdon, Idiot Map, 8bit game, 2018
'Mechanical Novel' is a game that explores the metaphor of typing. To unveil the inner workings of the countless texts entered through keyboard keys, we implemented the interior of a mechanical keyboard in Unity 3D. We aimed to create a game that could realistically model reality and even venture into surrealistic expressions. To achieve this, we constructed models for the keys of a mechanical keyboard, including keycaps, springs, and input switches. We created short animations depicting keycaps being pressed, springs compressing, and input switches moving.
This game is divided into two stages. Players can enter the first stage using the SPACE + 8 command on the intro screen. We used the unique command SPACE + 8 to encourage players to experiment with various keyboard keys. When the game starts, a 60-second countdown begins, and the game ends when the timer reaches 0.
In the first stage, players experience and experiment with text, animations, and sound effects based on keyboard input (any key command). In the second stage, 'The World of the Keyboard,' players can explore the game from a first-person perspective using W (↑), A (←), S (→), and D (↓) commands. To guide the player (the audience) into the 'World of the Keyboard,' we mapped each key on the physical keyboard to objects representing keyboard keys in the game. When a player presses a key, the corresponding object triggers animations and sound effects. Consequently, the graphics and sounds on the screen change according to the player's input key combinations.
Arrdon, Mechanical Novel, game, 2018
Mechanical Novel, clear axis for mechanical keyboards
Mechanical Novel, what the keyboard looks like in-game
Mechanical Novel, objects in the "world of keyboards" that are a variation of the keyboard key object
Mechanical Novel, what objects look like in-game
Mechanical Novel, the connection between the exhibition space Space Can (two floors and terrace) and the 'World of Keyboards.' Players actually play Mechanical Novel on the second floor of the SpaceCan, where the second phase of the game begins.
Mechanical Novel, what objects look like in-game
The AR video, 'Outdoor Advertising Inquiries,' takes place on the rooftop of an exhibition space. It's a short story that imagines and brings to life the signs of outdoor advertisements installed on the rooftops of large buildings, along with the texts that pass by them. I created this experience using Augmented Reality (AR) technology.
I modeled each text object using Unity 3D and positioned them in the AR space in the order of the story. The objects appear according to the camera's movements on a mobile device. In this project, unlike the others, the artist acts as the player, controlling the AR camera and installing prerecorded gameplay footage for the audience to watch.
Arrdon, Outdoor Advertising Inquiries, AR, single channel video, 2018
Outdoor Advertising Inquiries, I modeled the objects in narrative order.
Outdoor Advertising Inquiries, objects mapped to the exhibition space environment
Outdoor Advertising Inquiries, running with an AR application
Outdoor Advertising Inquiries, play screen
The 'Too Much Play' project, like the 'Appear' project, which received support for interdisciplinary artistic creation, aimed to apply various technologies under the theme of expanding reality. Although game programming, 3D modeling, and AR were technologies that I had used for less than a year, I went through a series of processes, from researching to learning these technologies. Through this experience, I became familiar with understanding new technologies and using them in a simple manner, almost developing a routine of sorts.
However, during the project, the initial priority was determining which technology to use, and there wasn't enough time for deep contemplation of the content of the work. As the project deadline approached, I became engrossed in the technical implementation, making it challenging to assess whether the chosen methods (technologies) were appropriately presenting the content of the work. I continued to feel unsatisfied in this regard. Therefore, in future projects, my primary goal is to first plan the content of the work without being bound by specific technologies. Additionally, to keep up with rapidly evolving technologies, I intend to continue studying programming and modeling.