FoA Game:
Fall of Artica: A Way from Home
Fall of Artica: A Knowledge Media Art Game for Collective World-Building and Learning
Fall of Artica is an original, interdisciplinary knowledge media art project that takes the form of a narrative-driven, multi-modal game world. Developed as both an artwork and a pedagogical environment, Fall of Artica invites players to participate in collective world-building as a way of exploring identity, epistemology, and socio-political systems. Through collaboration with renowned games expert Paul Darvasi and several game jams, FoA has evolved into a “serious game for learning,” incorporating playful, inquiry-driven elements that encourage students to become proactive change agents in value-divergent scenarios.
Game as KMA
The project draws from game design, speculative fiction, visual art, Buddhist cosmology, and critical pedagogy to construct a deeply layered universe in which learning occurs through participation, imagination, and meaning-making.
As a Knowledge Media Art (KMA) initiative, Fall of Artica positions artistic practice as central to the production of new knowledge. Rather than transmitting fixed content, it enables players to co-create and critique knowledge through acts of storytelling, choice-making, and artifact creation. Each region in the game corresponds to a symbolic realm drawn from the Buddhist Six Realms of Rebirth and is expressed through distinctive artistic languages—ranging from egg tempera painting and immersive installations to sound design, writing, and performance.
The game is built around six regions:
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It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more.
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It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more.
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It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more.
Each region acts as a metaphorical thought space where players grapple with real-world issues such as technological control, environmental collapse, capitalist abstraction, and systemic oppression. World-building is not merely aesthetic—it is epistemological, offering participants a way to think through entangled global conditions and their positions within them.
Game Concept
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Kathy H. Zhou
FOUNDER & WORLD VIEW
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Dr. Jim Slotta
CO-FOUNDER & GAME INTERACTION
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Bo Tang
GAME NARRATIVE & LEVELS
Tech Innovation
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Beryl Zheng
UX & Prototype
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Amarachi Ndubuisi
UI/UX Design
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JACK YIN
Game Engine
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Markiian Babiak
Developer
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Victoria Ouryvski
Developer
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Yutong Tang
Developer
Media Production
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Zhenyi Li
Art Director
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Jasmine Hu
Content Management
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Siyuan Teng
Branding & VI
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Kai Yan
Music Production
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Xiaofeng Li
Concept Artist
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Allen Xu
Character Design
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Rophy Wu
Character Desgin
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Yiduo Wang
Game Environment
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Jingjing Yang
Animation
Instructional Design
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Renyuan Zhang
Lead Instructional Design
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Dr. Erfane Ghasempour
Instructional Design
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Zach Dang
UX & Instructional Design
Community Engagement
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Neema Kahenya
Marketing Director
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Liam Neill
Program Director
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Kirsty Carnan
Educational Program
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Sapphire Qin
Social Media Lead
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Lin Hu
Journalist
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Coco Chen
Research & Ethics