Dr Barış Işıkgüner

Associate Professor
Faculty:
Faculty of Arts, Humanities, Education and Social Sciences
School:
Cambridge School of Creative Industries
Location:
Cambridge
Areas of Expertise:
Computer games , Computer games art
Research Supervision:
Yes
Courses taught:

Barış is an Associate Professor at the Cambridge School of Creative Industries, specializing in Computer Games and Visual Effects. With extensive expertise in teaching, research, and innovation, Barış is dedicated to fostering excellence in game art and VFX. His work spans across teaching and learning, research development, external engagement, and enterprise activities related to his field.

[email protected]

Connect with Barış on LinkedIn

Background

Barış has a strong academic foundation in computer games and visual effects, with a specialisation in 3D and procedural animation. He earned his MA in 3D Animation from the University of Wolverhampton, followed by a PhD in Procedural Animation from Nottingham Trent University. Alongside his academic career, Barış brings industry experience as a co-founder of Amoral Compass Studios and is an Autodesk master user. His research focuses on applying gaming technologies to medical education and community health. Currently, as an Associate Professor at the Cambridge School of Creative Industries, Barış is involved in teaching, research, and external engagement. He is also a member of TIGA, the UK's trade association for video games, and CGAT, the Computer Games Multimedia, and Allied Technologies academic organisation.

Spoken Languages
  • English
  • Turkish
Research interests

Barış's research centres on the integration of game and visual effects technologies into healthcare education, with a strong emphasis on enhancing experiential learning. His main research interests include the application of immersive technologies and gamification to improve educational outcomes for healthcare students. One of his most notable projects is the development of the RedEye Game, a gamified tool designed to teach optometry students about red-eye pupillary reflexes.

This innovative project utilises game design to create a realistic 3D simulation of eye conditions, allowing students to interact with complex medical scenarios in a safe, controlled environment. The RedEye Game enhances student engagement and clinical decision-making skills by simulating real-world medical challenges. The tool is instrumental in advancing students' understanding of optometric procedures, such as diagnosing eye conditions, while refining their critical thinking and problem-solving abilities.

  • Investigating the use of gaming technologies to develop immersive, interactive simulations for educational purposes
  • Applying procedural animation in both media and entertainment industries, as well as in simulation technologies
  • • Developing innovative techniques in visual effects and game development, particularly within experimental studio environments
Areas of research supervision
  • Technical Supervision in Software: Expertise in Maya, Blender, ZBrush, Substance Painter, and Unreal Engine.
  • Procedural Animation: Specializing in algorithmic and rule-based animation techniques to streamline production workflows.
  • Character Animation: Proficient in both traditional (Pre-Disney) and modern (Post-Disney) character animation principles, including body mechanics and emotional expression.
  • 3D Asset Development: Expertise in creating high-quality 3D models for characters, environments, and props. This includes advanced techniques in modeling, topology optimization, and artistic design.
  • Material Development and Texturing: Proficient in creating both realistic and stylized textures and materials for 3D assets using tools like Unreal Engine, Blender, and Substance Painter
  • Lighting and Set Dressing: Crafting visually compelling scenes through effective lighting strategies and set dressing to enhance narrative and visual appeal
  • Believability in Animation Research: Exploring the psychological and technical aspects that contribute to creating believable animated characters and worlds
  • Applied Games: Research and development of applied games and simulations, focusing on educational and healthcare applications. This work involves leveraging gamification and immersive experiences to enhance learning outcomes and user engagement
Qualifications
  • PhD in Procedural Animation: Towards Studio Solutions for Believability, Nottingham Trent University
  • MA in 3D Animation, University of Wolverhampton
  • BA (Hons) in Visual Communication and Design, Yeditepe University
  • PGCert in Teaching & Learning for Creative Courses, Anglia Ruskin University ARU
Memberships, editorial boards
  • Senior Fellow of the Higher Education Academy (SFHEA)
  • Academic Member of TIGA (The Independent Game Developers' Association)
  • Academic Member of CGAT (Computer Games Multimedia, and Allied Technologies Academic Organization)
Research grants, consultancy, knowledge exchange
  • Co-lead, Research for accessible and immersive comic book creation with Romany Theatre and in collaboration with BBC, UK, 20 December 2022. Funder: Arts Council England (ACE) for a total of £35,000, with an additional £5000 provided by the ARU Innovation Fund and £7,500 from the Safe and Inclusive Communities research initiative
  • Co-lead, DHIH Innovation research in prototype digital game to be used as a research tool to be deployed with service users and complement existing treatments for depression and anxiety. UK, 1st March 2023. £155,000. Funder: NHS Foundation Trust
Selected recent publications

Cheng, L., & Işıkgüner, B. (2023, July). Community of practice in computer games education with discord application. Paper presented at AdvanceHE Teaching and Learning Conference 2023, Stroke-on-Trent, United Kingdom

2018 Design Approach to Teaching and Learning: Utilizing Game Technologies for Optometry Education. APMEC (Asia Pacific Medical Education Conference) 2019 Annual International Conference on Medical Education

2015 Utilising Average Calculations for Distinctive Use of Dual Quaternion Weight Painting for Believable Character Animation. 8th Annual International Conference on Computer Games, Multimedia and Allied Technologies (CGAT 2012), Global Science and Technology Forum (GSTF). Copyright © GSTF 2012, ISSN: 2251-1679, doi: 10.5176/2251-1679_CGAT15.28

2014 Towards an Understanding of the Relationship Between Keyed Performances and Procedural Enhancement in Character Animation. 7th Annual International Conference on Computer Games, Multimedia and Allied Technologies, (CGAT 2012), Global Science and Technology Forum (GSTF), Copyright © GSTF 2012, ISSN: 2251-1679, doi: 10.5176/2251-1679_CGAT14.04 (This paper is still considered as a highly influential citation)

The use of hair dynamics to produce life-like and believable character animations in a short length of time. 5th Annual International Conference on Computer Games, Multimedia and Allied Technologies (CGAT 2012), Global Science and Technology Forum (GSTF). Copyright © GSTF 2012, ISSN: 2251-1679, doi: 10.5176/2251-1679_CGAT21 (GSTF best paper of 2012 award)

Media experience

Barış, a freelance visual effects artist and co-funder, possesses extensive connections and experience within the local, national, and international visual effects and games industry. He is also well-regarded in the research community and has affiliations with NHS XR and the Ottawa Hospital Research Institute.