Blick in ein leeres, dunkles Großraumbüro
© Zeyd Taha Candan

SERAP

SERAP is a first-person narrative game about belonging, identity, and self-determination.[JA3.1] Set in the early 1960s, it follows Serap, a young woman whose journey is inspired by the creator's grandmother, as she moves through ordinary places —a government office, a tram, a market, a home and garden—that turn cold around her as she asserts who she is.

The game tells its story through space and sound rather than exposition. Architecture, signage, and lighting shift in response to how Serap presents herself, while an evolving soundscape through ambient room tones and the unseen presence of others carries the emotional thread between welcome and unwelcome. There is no morality meter and almost no interface: the player comes to understand exclusion by feeling it, in lengthening routes, hardening light, and rooms that quietly rearrange themselves.

SERAP asks a question that is both intimate and far-reaching: How close are we to becoming unwelcome? Developed as part of Zeyd Taha Candan's MA in Digital Narratives, it is built in Unreal Engine for Mac.