Tune

Journalism Game

Creative Direction

Making in process

Have we truly understood the true consequences of war beyond our own species?
Have we truly understood the true consequences of war beyond our own species?
Have we truly understood the true consequences of war beyond our own species?

→ Royal College of Art

War continues to reoccur, with global coverage often focusing on its human toll. Yet, one aspect remains largely overlooked: the deaths of non-human beings in war. This neglect reflects the anthropocentric narrative that dominates our understanding of conflict. Have we truly grasped the essence of war beyond our species? Do we fully comprehend its far-reaching impact that extends beyond humanity?

“Tune” is a data-driven, interactive web-based game that highlights the often-overlooked impact of conflict zones on wildlife. While most narratives center on human suffering, “Tune” shifts the focus to the silent victims—the animals inhabiting these areas. By blending real data, immersive sound design, and dynamic visuals, the project seeks to broaden awareness and foster empathy through an engaging, interactive experience.

At its heart, “Tune” embodies the idea of “seeing the unseen and hearing the unheard.” Its interactive mechanics not only inform but also guide players on an emotional journey, encouraging them to uncover and connect with the untold stories of animals affected by conflict.

Intro Animation - it explains the background story of the protagonist

Lobby screen - you can rotate the earth and browse different spot locations.

Seeing the unseen, hearing the unheard

Data with narrative

Research for Tune was not easy. The biggest challenge? There’s barely any research on how war affects animals. When animals are mentioned, it’s often in passing, or limited to charismatic megafauna like elephants and gorillas. Data on other species is rare, and often fragmented.

Early on, we imagined an interaction where light would reveal hidden data. But in reality, quantifiable information about animals in war is scarce, especially compared to human statistics.

As we spoke with animal rights groups and activists, we realized that the most honest form of research might be collecting scattered testimonies and eyewitness accounts. But this raised hard questions: Can we tell an animal’s story through human voices? Are we really speaking for them---or just about ourselves?

That tension stayed with me throughout. While attempting to answer those questions, I began to understand what Tune needed to hear---and what it should share.

Our audience is human. We didn’t try to speak for animals. Instead, we wanted this project to prompt reflection about coexistence. All of our sources were ultimately human records.

But, within them, we found traces of people trying not to look away. That intent mattered to us. We carried it forward. Our research drew from academic literature, oral histories, expert interviews, and narrative inquiry. Because much of the harm wasn’t officially documented, key insights often came from memoirs and personal testimony.

These accounts hit harder. They were raw, emotional, tinged with guilt, grief, anger, and sorrow. I believe these emotions are clues to how coexistence might be reimagined.

Light as awareness

In “Tune,” players guide a light source to illuminate hidden events and stories. Light serves as a metaphor for awareness, revealing traces of animals affected by conflict—narratives often overshadowed by human-centric perspectives. By illuminating these stories, players make the invisible visible, actively confronting overlooked impacts of war on the natural world. Please bear in mind this project is in a prototype stage.

Tuning as Deep Listening

The game’s audio mechanics invite players to tune sound frequencies, filtering out loud, dominant noises to uncover subtle, often unheard sounds of animals in distress. This act of deep listening mirrors empathetic engagement, encouraging players to focus on marginalized voices lost in the noise of conflict. It transforms listening into a reflective and participatory act, fostering a connection to unseen consequences.

Uncovering Hidden Truths

By combining light and sound, “Tune” takes players on a journey of discovery. As they adjust light and audio, fragmented stories emerge, gradually unveiling hidden realities. This interactive process turns players into active participants, piecing together silenced narratives and reflecting on the broader impact of war on the natural world.

Fuel system

The fuel system in Tune was initially designed as a way to introduce a sense of constraint and enhance immersion. The premise was simple: to keep the light alive, the player would need fuel. After completing each main event, players would leave behind a trace of light in spaces inhabited by animals, but this act of illumination required fuel. The system created a quiet urgency, compelling players to search for more fuel constantly. It functioned as both a condition for progress and a limitation, deliberately designed to shape the rhythm and tension of the gameplay.

Final Look

“Tune” is sponsored by the Korean Art Council committee and have successfully finished a show in Sungsu, Seoul, South Korea. The exhibited space was divided into two parts: archive room and the play area. In the archive room, audience could linger longer in the space browsing through the research materials while mulling over their play in the other space.

Process record

The entire process is being documented in a booklet, capturing each stage of development and insight. Request the full file here: yeyoonavisann@gmail.com

Next Chapter

  • Continuing our research for the next chapter (Korea DMZ, Gulf War)

  • Steam Launch in September

  • Reviewing CrowdFunding

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