VVV: Volumetric Video in Videogames

Principle Investigator: Cindy Poremba, Co-Investigator: Carl Therrien, Collaborators: Nic Hesler, Scatter

VVV: Volumetric Video in Videogames is a practice based research inquiry that uses full motion video (FMV) videogame design patterns to scaffold the design of new games using volumetric (spatial 3D) video. It aims to advance critical discourse and design knowledge surrounding volumetric video and other emerging forms of hybrid captured media, within videogames and related immersive experiences.

See VVV: Volumetric Video in Videogames for more info.

Cadere (Street Level)

Principle investigator: Cindy Poremba

Collaborators: JoDee Allen, Adam Van Sertima

Cadere is the first game designed for Street Level.

In Cadere, players perform a series of slow gestures to create an abstract after-image linked to their physical movement. The performance is contextualized within the broader motion of falling, and is inspired by the following quote from Viktor Wynd:

“Decadence comes from the latin word cadere – which means to fall. It is the beautiful way to fall. It’s a very slow movement which has lots of beauty. It can be a kind of self-killing in a beautiful way, a tragic way.”

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Created by: kokoromi

SUPERHYPERCUBE (Playstation VR) is a VR “first person puzzler” with classic controls and intuitive shape-matching gameplay. You control a group of cubes and rotate it to fit through a hole in a wall that is constantly moving toward you. Each time you fit through another wall without crashing, more cubes are added to your cluster. Head tracking is critical in the game – as your cluster of cubes gets bigger, you will need to lean around it to see the hole and quickly determine what rotations to make. Stay alive as long as possible, and add your high scores to the ranks of players around the world.

Learn more at superhypercube.com
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A Series of Tubes

Designed by: kokoromi

A Series of Tubes was a 2013 game prototype for the Sifteo platform.

ASOT combines Labyrinth-style ball maze dynamics with the joys of physically awkward social contortion akin to Twister.  Players must rotate Sifteo cubes vertically to move a ball through a maze of tubes, without falling through an exit. All the while, players must build and keep connected an increasingly large structure of Sifteo cubes, and pick up or avoid game-altering collectibles.

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Grime is a documentary videogame exploring the work of UK reverse graffiti artist Moose (Paul Curtis). The game uses the iOS platform’s touch interface to engage players in gestural actions aimed at exploring the environmental an d social implications of grimewriting, in conjunction with the audio and rotoscoped commentary from Moose himself.

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