Selected work / 06

Selected Projects

Games and digital works developed independently from programming and systems to 3D art, animation, and presentation.

Animation & process ↓
01 / faces-within-the-wheel.pngWinner · Best Animation
A blue multi-armed digital figure surrounded by angular linesA silhouetted digital character holding a glowing light outdoors
2025Real-time 3D

Faces within the Wheel

Winner — Best Animation at the Kraken International Film Festival, Autumn 2025. A looping gameplay-derived work of unstable bodies and morphing identities.

The work begins as a game space but is presented as a single-channel looping video assembled from recorded gameplay. Rather than moving toward a conventional win state, it follows bodies that split, multiply, and morph through unstable environments.

Eunchae Won produced the game, creature modeling, rigging, animation, sound, gameplay recording, and final video. The work won Best Animation at the Kraken International Film Festival, Autumn 2025.

01

Challenge

Build a coherent moving-image work from a game space designed around unstable bodies, transformation, and repetition rather than a conventional win state.

02

What I built

The complete real-time work: game space, creatures, body-morph sequences, rigging, animation, sound, gameplay recording, and final looping video.

03

Technical implementation

Original 3D creature modeling and rigging, animated transformations, real-time scene production, gameplay capture, sound construction, and single-channel video editing.

04

Result

Winner — Best Animation, Kraken International Film Festival, Autumn 2025, with the official festival listing naming Eunchae Won as director.

Role
Solo production
  • Single-channel looping work built from gameplay capture
  • Original character morphing, animation, and sound
  • Winner — Best Animation, Kraken International Film Festival 2025
  • Game Design
  • Blender
  • Rigging
  • Animation
  • Sound
  • Video
02 / nowhere-now-here.png
Nowhere, Now Here main menu with an orange cat beside a candleA black cat standing near a plate in a brick-lined interior
Early Access (Beta) · In active developmentUnreal Engine 5

Nowhere, Now Here

An atmospheric cat game about small needs, quiet rooms, and the uncanny feeling that someone is about to arrive.

Built in Unreal Engine 5, the work turns a cat's ordinary needs—waking, eating, exploring, and searching for an exit—into a sequence of small narrative interactions. The domestic setting gradually shifts from familiar to uncanny as the player follows those needs.

The project is developed through an end-to-end original 3D pipeline: ZBrush sculpting and optimization, Substance 3D Painter textures, MetaHuman costume fitting, modular room assets, and gameplay logic authored in C++ and Blueprints.

01

Challenge

Turn a cat's ordinary needs into a readable gameplay loop while letting a familiar home gradually become uncanny.

02

What I built

A cat-led exploration game with original characters, costumes, modular rooms, environmental interactions, and a developing narrative progression.

03

Technical implementation

Unreal Engine 5 gameplay systems in C++ and Blueprints, supported by Blender and ZBrush modeling, Substance 3D Painter textures, MetaHuman costume fitting, and performance-aware asset preparation.

04

Result

Released in Early Access (Beta) for mobile and PC on itch.io. The game remains in active development, bringing its original characters, gameplay systems, and atmospheric world into a publicly playable experience.

Role
Solo developer & 3D artist
  • Cat-led environmental interactions and daily-needs loop
  • Custom C++ and Blueprint gameplay systems
  • Original character, costume, texture, and environment pipeline
  • Unreal Engine 5
  • C++
  • Blueprints
  • MetaHuman
  • Blender
  • ZBrush
  • Substance 3D Painter
03 / swan-in-lake.png
Collage of Odette, a swan figure, and a blue illustrated lakeClose-up of Odette against a surreal blue lake landscape
2021—20263D PC game

Swan in Lake

A chain-of-choices game where Odette gathers memories and decides whether to leave the lake.

In a quiet forest, memories, dreams, and values become links in a visible chain. The completed chain leads Odette toward one of two endings—leaving for an uncertain future or remaining with those bound to the lake.

01

Challenge

Turn a personal decision about leaving home into a playable chain of memories—not a dialogue menu.

02

What I built

A forest journey where found memories and values form a visible chain leading to two endings.

03

Technical implementation

Original character, feather costume, animation, and branching progression built for a 3D PC game.

04

Result

A playable autobiographical work about migration, memory, and the choice to leave.

Role
Solo developer & artist
  • Memories form a visible narrative chain
  • Two endings shaped by the collected links
  • Original character and feather-costume pipeline
  • Narrative Design
  • Blender
  • Character Art
  • Substance 3D Painter
  • 3D Animation
04 / in-the-forest.png
A large pale digital creature crossing a distant forested hillPerformers moving together in a green forest clearing
2024Blender / Film

In the Forest

A dual-channel performance film and animation where five live roles are reinterpreted through uncanny digital creatures.

Two synchronized videos connect a live performance in a forest with a digital animation. A narrator guides five performers as they spontaneously move through the roles of Forest, Seed, Forest Keeper, Visitor, and Wild Animal.

After filming, corresponding 3D creatures were modeled and the performers' motion was captured and retargeted to them. The score changes through the interpretations of writer, director, narrator, performers, digital characters, and audience, treating embodiment as something alive and continually evolving.

01

Challenge

Preserve the relationship between an improvised forest performance and its digital reinterpretation across two synchronized video channels.

02

What I built

A live-action performance channel and a corresponding animation channel populated by five original digital creatures representing the work's five roles.

03

Technical implementation

Recorded performer movement was captured, retargeted to 3D characters in Blender, refined through character animation, and synchronized with the live-performance edit.

04

Result

A dual-channel work in which physical gesture and digital embodiment remain visible together rather than one replacing the other.

Role
3D artist, animator & performer
  • Two synchronized video channels
  • Motion captured from live performance and retargeted to 3D creatures
  • Five roles interpreted across narrator, performers, and digital bodies
  • Blender
  • Motion Capture
  • Retargeting
  • 3D Animation
  • Performance
05 / cycle.png
A lone player character crossing a dark surreal landscape
2023 · Exhibited 2024Unity

Cycle

A 3D game about escape and return—entering another world to outrun routine, only to find repetition waiting there too.

Cycle reflects on escape and return: the player enters a game to flee powerless routines, only to encounter repetition once more. Its characters operate as fragments of the self and mirrors of society, turning the journey into a meditation on hardship and transformation.

Built in Unity with real-world map data, the game shifts familiar geography into a surreal space. By stepping into another character's gaze, the player is invited to test whether a change in perspective can create a path toward freedom.

01

Challenge

Make the cycle of escape and repetition tangible through navigation, character perspective, and a transformed version of familiar geography.

02

What I built

A surreal 3D PC game whose environments and characters turn routine, hardship, and changes of perspective into an explorable journey.

03

Technical implementation

Unity and C# production using real-world map data, custom 3D environments, character behavior, animation, sound, and scene progression.

04

Result

A completed game exhibited in Karlsruhe, a UNESCO City of Media Arts, in 2024.

Role
Solo producer & developer
  • Unity-based 3D PC game built with real-world map data
  • Characters act as fragments of self and mirrors of society
  • Exhibited in the UNESCO City of Media Arts, Karlsruhe
  • Unity
  • C#
  • 3D
  • Real-world Map Data
  • Animation
  • Sound
06 / hopeless-butterfly.png
Four stages of a butterfly transformation gameDevelopment collage for a handmade cocoon-shaped controller
2022Unity

Hopeless Butterfly

A 2D/3D PC game and physical interface that turns the wish to transform—and the frustration of being unable to—into play.

The Unity-based game moves through four stages of transformation: larva, 2D butterfly, muscle fly, and flower-fly. Clearing a stage promises escape from boredom and melancholy, yet each transformation leads to another form of helplessness rather than a final release.

A handmade cocoon controller carries that emotional condition into the player's body. Its awkward form and limited controls resist familiar ideas of mastery and efficiency, placing the player between the possibility of transformation and the restriction of being unable to move forward.

01

Challenge

Express the desire to transform—and the frustration of being unable to—through both on-screen play and the player's physical actions.

02

What I built

A four-stage 2D/3D transformation game and a handmade cocoon controller whose awkward form makes restriction part of the experience.

03

Technical implementation

Unity and C# gameplay across four visual forms, combined with physical-computing input, custom controller fabrication, animation, and sound.

04

Result

An interactive game and physical interface exhibited at Kinemathek Karlsruhe in 2022.

Role
Solo developer & artist
  • Four-stage butterfly transformation system
  • Handmade cocoon controller that embodies restriction and uncertainty
  • Exhibited at Kinemathek Karlsruhe in 2022
  • Unity
  • C#
  • 2D / 3D
  • Physical Computing
  • Custom Controller
  • Sound

Selected animation / 01

Animation & Process

Guppy project presentation with a sculpted figure and animation stills

2021 · Animation · 2′23″

Guppy

An animated self-portrait, produced independently including sound. The project documentation brings together drawings and 3D imagery.

Blender · Premiere · Cakewalk

New project / In development · 2026–present

SAMSARA

Concept & preproduction · Two-person indie project

A life disappears. Its path remains.

A surreal adventure concept inspired by the six realms of Buddhist samsara. Rebirth into different bodies is intended to change how players move, perceive, and explore the world.

Its central design, Karma Shape, records each life’s explored path as a circular contour. After death, that trace joins the perimeter of an existing Wheel of Samsara. How these traces influence the Wheel and future rebirth is the next design question to test.

  • Current work: game and narrative design, system proposals, and visual exploration
  • Next prototype goal: one body, one realm, and a complete birth–life–death–return loop
  • Engine and final visual format undecided; no playable build yet
AI-assisted concept illustrations under creator direction—not gameplay screenshots or finished assets.