MORE THAN A PLAYER.PART OF THE WORLD.✳MORE THAN A PLAYER.PART OF THE WORLD.✳
01 / Selected worldsThree games. Open questions.
Art games. By Jaewook Lee.
01 / IN DEVELOPMENT
01 / 04
GAME OVER: SPRING
PC / FIRST-PERSON ART GAME
One decision. Many possible futures.
You are a governor. The year is 1963. A decision about DDT opens a branching journey through ecological futures, from multispecies coexistence to technological control. Every solution creates new contradictions. What will your idea of progress leave behind?
Four nature-inspired gallery worlds. One troubling condition: to progress, you must dismantle what surrounds you. As beauty becomes debris, a narrator mourns what you destroy. A playable reflection on creativity, violence, and ecological loss.
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An experimental VR game that reimagines Land Art as a space for participation. Enter iconic exhibitions and dismantle monumental interventions, returning agency to natural processes and environmental unpredictability. What happens when artistic ambition gives way to entropy?
Independent games. Ecological imagination. Consequences that stay with you.
The artist & the practice
Founded and directed by artist Jaewook Lee, the studio works across art games, game art, and interactive VR. Games are an artistic medium: the player’s actions help shape what a work means. Across Game Over: Spring, Game Over: Planet, and Toward Entropy, that practice opens questions about ecology, other species, and human ideas of progress.
Our mission↳
Jaewook Lee Studio creates and publishes artist-led games that turn ecological and social questions into experiences people can play through.
We build worlds where players make decisions and encounter consequences that extend beyond their own interests—sometimes across generations, sometimes into the lives of other species.
Our vision
We want playable art to become part of everyday cultural life, connecting the gallery with the place where someone sits down to play at home.
Our ambition is to make games that change how people understand progress, especially when human convenience comes at another life’s expense.
What guides our work
Our values.
01Meaning happens through play.
What a player does is part of what the artwork means. We build our questions into the rules and the world’s responses, allowing understanding to develop through participation.
02Other life matters on its own terms.
An animal’s survival or a forest’s growth has significance beyond its usefulness to the player. We make that interdependence part of how our worlds work.
03Experience begins in the body.
The time it takes to cross a room and the sudden absence of birdsong can carry an idea. We give attention to what players feel as they move through a space, including sensations they cannot immediately explain.
04Research leaves room for uncertainty.
Our work grows from research, while making space for conflicting needs and unresolved questions. We invite players to reconsider their decisions and form interpretations we may not have anticipated.