Showcase

Biohaus project is raising awareness to the inescapable importance of biodesign and biomanufacturing on Earth from the innovation-generating perspective of Mars. In this half year we have created an inflatable bioreactor for algae cultivation.

The focus of my last semester was on developing a script for a narrative walking-simulator game. The story explores the consequences of social mobility from the perspective of a university student who returns to his homeland through a subconscious therapy. During the story, the protagonist is initially unable to get home, but with the encouragement of his therapist, he uses all possible means to reach his homeland and uncover what lies there. The protagonist discovers that he can influence and control the subconscious world around him, allowing him to return home. Upon his return, the protagonist meets his childhood self, where he has the opportunity to advise his younger self on the difficulties he will face in the future. After I finished the script, I realised that, in addition to the personal approach and the development of the narrative, I needed the knowledge of various accumulated disciplines, the involvement of psychologists, sociologists, even neurobiologists. The story also has a personal reference, which I aim to provide an opportunity for the players to learn and understand the feelings of statelessness, social mobility and alienation in terms of social and cultural impact, thus promoting social awareness and empathy, and the game could even be part of a therapeutic process in the future.

A village can be defined in several ways. It can be an agricultural site, a form of settlement smaller than a town, a place with limited autonomy, or even a geographical term.

During the semester, I explored the relationship between virtual and real spaces from multiple perspectives. I began my research by conducting interviews and gathering data, seeking examples of how people often present an alternative reality of their relationships on social media. Next, I spent a longer period of time photographing an influencer and quickly realised that their real-life personality significantly differed from their online persona. In my more extensive work titled PNEUMA I sought to answer whether a dreamlike virtual world created according to my own aesthetic vision could have the same impact on others as it does on me, particularly in helping to induce a meditative state and alter mood. My long-term goal is to create an interactive gaming experience in virtual reality that can help alleviate everyday challenges and tensions.
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