The Art of Sustainability
The Art of Sustainability was a project assigned by my school. The goal was to create an immersive story through a video game—one that explores a future where Urban Villages and City Farming have become the norm.
My team and I chose to center our game around a fictional community in the south of Rotterdam. This community sustains itself by growing its own food, making it largely self-reliant. We wanted to illustrate that the inhabitants would need to sacrifice much of their personal lives in order to maintain such a system.
To convey this, we take the player through a day in the life of Thomas, an art student living in Rotterdam and a member of one of these self-sustaining communities. He is responsible for maintaining the communal farm while also trying to finish an overdue art project for school. It is up to the player to decide whether Thomas should prioritize his personal goals or the needs of the community.
My Contributions
In The Art of Sustainability, the player steps into a day of Thomas’s life—balancing his responsibilities to a self-sustaining community with his personal ambitions as an art student. To support this narrative, I focused on building the interactive world and the systems that drive the gameplay.
I created nearly all 3D models for the interactable objects in the game. Each asset was fully modeled and UV-mapped in Blender, optimized for performance, and designed to reinforce the theme of a resource-driven community.
On the technical side, I handled all gameplay programming in Unity. I wrote every script controlling the player, collisions, interactions, and object behavior. These systems were implemented from scratch using self-taught C#, allowing me to design the core logic that makes the game responsive and engaging.
This project strengthened my abilities in 3D modelling, texturing, game logic design, and coding foundational gameplay systems—allowing me to help shape a cohesive and meaningful interactive experience.