Christine Sun Kim, Up and Away, 2025. Commissioned by Hyundai Artlab, © Christine Sun Kim

Christine Sun Kim: Up and Away

Christine Sun Kim: Up and Away

About the Up and Away digital commission

Up and Away is a voice-controlled web game by sound and visual artist Christine Sun Kim that upends the status quo of how speech should sound and whose words are heard. Growing up, Kim played speech therapy games designed to reshape her Deaf voice and pronunciation to fit hearing norms. Now, she reimagines those same games, once a tactic for linguistic homogenization, as something thoughtful, fun, and on her own terms.


In the artist’s words, “there are zillions of voice control games in online popular culture where you must perfectly vocalize the musical scales to get the ball through multiple holes.” She further elaborates, “This made me think of a classic 1980s computer game called Up, Up, and Away that I played during many speech therapy sessions as a kid. I had to vocalize correctly to provide the right amount of wind for the hot air balloon to rise over the mountains, adjusting loudness, pitch, or duration. It might seem cute, but it was lowkey traumatic, especially since I was constantly corrected not only by a speech therapist but also by a computer.”


In Kim’s inverted version of a speech therapy game, players are challenged to adapt to her voice. According to her, “players will need to adjust to my voice to succeed. I will assign different non-speech sounds that I make with my mouth. A player first gets a tutorial to train themselves to sound like me,” and then receives feedback on how effectively they’ve echoed her vocals. Guided by Kim’s voice through indirect visual cues, players navigate Up and Away’s silent game environment without hearing the artist’s literal vocals. Instead, handwritten prompts—“AAA,” “MMM,” “OOO,” and “SMACK” (the latter noise representing a lip-smacking sound)—appear in the game’s lower bar.


The prompts that appear in the lower bar are chosen for their neutral connotations and similarity to the vocalizations Kim practiced in speech therapy. These cues invite players to vocalize them through trial and error, by exploring different pitches and pronunciations. The game experience is built around a machine learning model specifically trained on Kim's vocalization recordings. This model absorbs her vocal patterns and, during gameplay, actively listens to the player’s input to determine whether their voice aligns with hers.


Progress depends on how closely players replicate Kim’s tone and pronunciations. Success is measured by achieving a high score, indicating how far one travels through the digital landscape before deflating to the ground. Over time, repeated gameplay offers players a sense of accomplishment with each shareable score, while fostering a deeper understanding of speech and sound diversity.


Envisioned as an interactive art piece, infused with the artist’s signature visuals and sonics, Up and Away is both playful and subversive—creating an experimental relationship between listening and being heard that transcends audio. It prompts players to reconsider sound through an alternative lens, while challenging the hearing world’s linguistic dominance.


Watch Christine Sun Kim explain the backstory behind Up and Away and how to play on Hyundai Artlab’s Instagram Instagram .

In the Game

Balloons

Hot air balloon icons are playable characters inspired by those in Up, Up, and Away, the web-based speech therapy game Kim played as a child to modify her vocal patterns to hearing norms.

The balloons represent “rising” above challenges, serving as a satirical commentary on societal views that view Deafness as something to overcome, rather than an alternative mode of communication with a culturally rich community.

Drawing upon graphics from the original game, the 80s styled 8-bit characters have playful names reminiscent of those given to pets such as Jodi, Kurt, Bailey, Rodeo, and Rocky, each adorned with a distinct colorway—adding a personalized twist to a player’s gaming journey.

Mountains

In Up and Away, mountains appear as steep, jagged obstacles that players must glide over, symbolizing challenges along their journey.

In Kim’s murals and hand-drawn art, mountains represent feelings of confinement and the experience of communicating through “echoes.” Christine often expresses her ideas to non-ASL signers through intermediaries, interpreters, captions, or written text, which distort or delay her original thoughts, creating only a reverberation of her original sentiments.

Mountains also represent the emotional labor she carries: advocating for herself, educating others, and masking frustration toward misconceptions about the Deaf community. Flying over them becomes a metaphor for emotional resilience and the continuous effort to navigate a hearing-centered world.

Billboards

Billboards appear on the horizon, emblazoned with statements of “toxic positivity,” phrases Kim has encountered in various iterations throughout her life, which players float past as the game progresses. Although seemingly “inspirational,” these messages diminish the lived experiences of Deaf people by suggesting their concerns can be solved through optimism or increased effort. These satirical billboards prompt audiences to reflect on and question their assumptions about linguistic diversity.

In her broader art practice, Christine Sun Kim creates billboards featuring succinct slogans and uncomfortable truths in highly visible public spaces. By placing signs addressing these topics in such prominent locations, she makes conversations about accessibility, Deafness, and communication unavoidable for the public to contemplate.

Musical Notes

Kim uses hand-drawn musical symbols (such as an eighth note) as collectible bonus points, helping players boost their score.

As a continuous thread in her practice, Kim uses musical notation to express sound in a visual, non-auditory way shared between hearing and Deaf communities alike. She uses notation beyond the traditional scope of music to symbolize perceptions and emotions that can’t always be conveyed through sign language or spoken words.

While music is often seen as the domain of hearing people, Kim’s work challenges this assumption, making space for the Deaf community to connect with, shape, and have authority over sound.

FAQ: Access & Permissions

Q: Why is microphone access requested?
A: Up and Away is an interactive artwork that uses your voice to control gameplay. Microphone access enables "Voice Mode," a version of the game that responds in real time to a player's vocalizations. If you prefer not to use your microphone, you can switch to "Tap Mode"—no voice required. The game is best experienced in a quiet setting.

Q: What is Tap Mode?
A: "Tap Mode" is an alternative way to play Up and Away for players who do not wish to use their microphone or cannot interact with the game's voice controls. It allows you to control the balloon using your keyboard/mouse on desktop or taps on your mobile device's touchscreen.

Q: How do I switch between "Voice Mode" and "Tap Mode?"
A: You can choose between "Voice Mode" and "Tap Mode" from the main menu by:
  1. The "Play Game" Button:
    • Select the "Play Game" button on the main menu. Then, you will be taken to a screen that requests microphone access for "Voice Mode" or gives you the option to play in "Tap Mode."
    • If you select "Allow," this activates "Voice Mode," where you'll be prompted to complete a short audio test.
    • Afterward, you'll be shown a button titled "Ready To Play," which, after being selected, will direct you to the character selection screen.
    • At the bottom of the character selection screen, you'll see a button labeled "Play in Tap Mode?" or "Play in Voice Mode?," depending on your initial selection. Select this button if you'd like to switch modes.
    • After selecting "Tap Mode?" or "Voice Mode?," a window will appear, giving you the option to continue the mode already in use ("Voice Mode" or "Tap Mode") or to change it.
  2. The "Tutorial" Button:
    • Select the "Tutorial" button to review the gameplay tutorial.
    • At the bottom of the Tutorial screen is a "Test Sound" button. Select "Test Sound," then a screen will appear where you can grant microphone access for "Voice Mode" through the "Allow" button or choose "Tap Mode" instead.
    • After completing the audio test (if in "Voice Mode"), you'll be taken to the character selection screen.
    • At the bottom of your screen, select the button labeled either "Play in Tap Mode?" or "Play in Voice Mode?". You will then have the option to confirm or switch your gameplay mode.

Q: What happens if I accidentally decline microphone access?
A: If microphone access is denied, Up and Away will start in "Tap Mode." To switch to "Voice Mode" either:
  1. Visit the main menu:
    • Select the "Play Game" button on the main menu. You will then be taken to a screen that requests microphone access for "Voice Mode," or gives you the option to play in "Tap Mode."
  2. Visit the character selection screen.
    • On the bottom-left corner, you'll see a button labeled "Voice Mode?", select it, and you will be taken to a screen that requests microphone access for "Voice Mode" or gives you the option to play in "Tap Mode."

Q: Is this game intended for speech therapy?
A: No, Up and Away is not intended to be a speech therapy game, but it does reference such games as inspiration. It is designed for all players to experience and rethink sound, language, and communication from new perspectives.

Q: How do I know if I'm making the correct sounds?
A: The game provides real-time visual feedback during the tutorial and gameplay, showing how closely your vocalizations match Kim's sounds. If your vocalizations are correct, the sound will turn green and the game will continue. This encourages players to adjust their sounds through repeated play until their vocalizations match. It should be noted that this indicator of correct sound is not applicable to "Tap Mode".

Q: What platforms can I play this game on?
A: Up and Away is a web-based game accessible on most browsers with microphone support, on both computers and mobile devices.

Q: How can I save my high score to my camera roll?
A: Follow these steps:

For iPhone iOS (Chrome and Safari):

  • Click the "Share" button below the high score.
  • Scroll down.
  • Select "Save Image."

For Samsung, Android, and Chrome on Desktop:

  • Click the "Save" button below the high score.
  • After the image downloads, it will automatically appear in the gallery.

About the Artist

Christine Sun Kim

Christine Sun Kim (b. 1980, California, US) is a Berlin-based American artist whose work addresses sound, language, and communication. She translates the architecture of sound into visual language and conceptual frameworks, drawing from the grammar of American Sign Language (ASL) and Deaf culture. Kim’s practice channels her experiences into painting, video art, experimental musical notation, visual humor, and hand-drawn infographics.


Christine Sun Kim’s major milestones include her solo exhibition All Day All Night on view at New York City’s the Whitney Museum of American Art (Feb 8–Sept 21, 2025) before traveling to the Walker Art Center (Mar 27–Sept 6, 2026) in Minneapolis. Kim has also presented work and performed at numerous international exhibitions and biennials. She is a recipient of the Ford and Mellon Foundations’ Disability Futures Fellowship, the MIT Media Lab Fellowship, and the Prix International d’Art Contemporain from the Fondation Prince Pierre de Monaco.

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