A Shadow is Flickering is a research-based game project that explores how perception, image, and infrastructure interlock through remote sensing technologies.
Set in the aftermath of a satellite signal failure, codenamed Flicker-019. The player inhabits the consciousness of an orbital observer trapped between image and matter, navigating a world built not from terrain, but from weather data.
Using a ground antenna and decoding software, live signals from the weather satellite are intercepted and converted into atmospheric images. The satellite’s real-time position is tracked, which is then used to fetch corresponding weather forecasts. These data streams directly affect the game’s environment and sound.
Type Immersive Video Game & 8-channels Sound Installation
3D Design, Animation, Level Design, Game Development, Sound Design, UI/Interface Design, Storytelling by Si-Ting Chen Meteorological Statellite Images
49.00239871549012, 8.383703245815893 / 2025052349.00239871549012, 8.383703245815893 / 2025052549.00239871549012, 8.383703245815893 / 2025053149.00239871549012, 8.383703245815893 / 2025060149.00239871549012, 8.383703245815893 / 2025060249.00239871549012, 8.383703245815893 / 20250609 Game WorldviewIn the age now known as the Raster Era, Earth
is no longer directly seen or felt. The winds, the clouds,
the shifting lines of the land, these are no longer perceived through bodily presence, but fi ltered through a planetary
architecture of orbiting machines. This system, called the Raster Array, envelops the globe in a mesh of satellites
locked in Sun-synchronous orbits, endlessly transmitting
weather patterns, spectral data, and environmental
signatures.
To live in this time is not to live on Earth, but to
drift in its refl ections. Humanity has become a civilization
of remote observers, no longer builders, but interpreters;
no longer grounded, but suspended in a field of mediated
signals.
But something is breaking down. The Array, once seamless, now flickers. Shadows
ripple across weather maps. Images fracture. Forecasts
contradict the skies. A new uncertainty has emerged,
not just in climate, but in the very structure of reality. Somewhere between signal and perception, a second
world stirs: unpredictable, displaced, and entangled with
our own.
The Raster Array
A global system of synchronized orbital satellites
built by a post-human civilization, capable of weather
monitoring, ecological intervention, emotional modulation,
and cognitive modeling. Humanity no longer “lives on
Earth” but rather “exists within projected perception.”
Mediated Perception
Reality is no longer directly comprehended. It is
experienced through remote sensing, data visualization, and
algorithmic suggestion. The world becomes a decipherable,
decoded cartography.
Celestial Subjectivity
Human selfhood has shifted from being rooted
in terrestrial places to a drifting identity among orbital
flows. People no longer defi ne themselves by land, but by
a network of remote sensing and cosmic consciousness.
Astromancers
Satellite perception has evolved beyond pure
science into a form of techno-mysticism—a data-driven
sorcery, a technologized astrology. Remote observers read
signs in cloud maps, trace emotions in magnetic storms,
divine patterns from seismic interference. They are not
scientists nor clergy, but a new order of beings: Remote
Sentients. Like ancient oracles, they interpret distortions,
stellar movements, radar anomalies, and intervene in
reality.
Deep Modulation
High-level form of signal tuning that synchronizes
quantum communication channels with human perception.
It attempts not just to adjust data frequency, but to
bring the observer’s consciousness into resonance
with image-based information. In the world of the Raster
Array, this modulation is seen as a way to penetrate the
layered mediation of reality. But once destabilized, it pulls
the observer into a rift, a liminal space between data and
meaning, vision and embodiment.
Character Design Level DesignOSC between Max and UnrealExhibitionGameplay Video (Fragments) IntroLevel 1Level 2Level 3