Facts

FUGA Mod Project PageProject Title: FUGA Half-Life 2 Mod

Project Status: Completed

My Responsibilities: Level Designer

  • Level Design (Rescue Action)
  • QA & Bug Fixing
  • Level Reviewing & Optimization

Project Description

The FUGA project is funded by the European Commission under the 6th Framework Programme: New and Emerging Science and Technology (NEST). The main objective of the FUGA project is to create novel methods and improve existing measures in order to examine how the different aspects of gaming experience (e.g., different emotions and cognitions) can be assessed comprehensively with high temporal resolution.

I was part of the CISGS Mod Team, whose objective was to create a modification of a commercial game that had to be capable of inducing feelings among players (in gameplay). The FUGA mod consists of four different, not narratively related game levels. It is using Half-Life 2 to measure human emotions during gameplay, utilizing various psychophysiological instrumentations (like facial EMG, EEG, ECG, EDA, Respiration, Eye movement, and gaze behaviour).

FUGA Mod - Rescue Action

FUGA Mod - Church Walk

FUGA Mod - Zombie Nightmares

The different levels are designed for measuring different psychophysiological indicators and go by the following code names:

  • Rescue Action (Experiment One)
  • Church Walk (Experiment Two)
  • Zombie Nightmares (Experiment Three)
  • Secret Corridors (Experiment Four)

The mod was created by Lennart Nacke (Head of Development, Coding), Dennis Sasse (Supporting Level Design), Sophie Stellmach (Coding, Level Design). As Supporting Level Designer, I (re-)designed the map Rescue Action and optimized/revised the other three maps of the mod package. I also tested all maps and the installer, hunted/documented/fixed bugs, and assisted in the ongoing experiments.

Download

You can download the most recent version from the CISGS website.