SELECTED WORKS

VIDEO GAME
A Shadow is Flickering

INTERACTIVE MEDIA
Æltar
Tou Shi Wen Lu

AUDIOVISUAL
VIB-ON-iiii

VIDEO | CGI | SOUND DESIGN
032B2
Purity is Dangours
Cloud.zip

MUSIC
P.O.I.D.E - NODE42ABS

Archive
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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

Softwares
Unreal Engine, Blender, Zbrush, Substance Painter, Max MSP, Node.js, JavaScript

ComponentsSDR, Antenna


3D Design, Animation, Level Design, Game Development, Sound Design, UI/Interface Design, Storytelling by Si-Ting Chen
Meteorological Statellite Images

49.00239871549012, 8.383703245815893 / 20250523
49.00239871549012, 8.383703245815893 / 20250525
49.00239871549012, 8.383703245815893 / 20250531
49.00239871549012, 8.383703245815893 / 20250601
49.00239871549012, 8.383703245815893 / 20250602
49.00239871549012, 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 Design
OSC between Max and Unreal
Exhibition Gameplay Video (Fragments)
Intro
Level 1
Level 2
Level 3
© 2025 Si-Ting Chen. All rights reserved.