creatively coded

musically reactive

3D worlds

(Unity)

Most of these 3D worlds employ videogame technology to create interactive artistic experiences that react to music.

In this video, I will be discussing the technical aspects of a project where the Venus gives birth to dogs. I will showcase the features, such as the destruction of dogs by falling 3D scans of roses and an audio-reactive rose in the background. I will explain how the dogs are controlled using a player controller and how the roses are managed by the spawn manager. Additionally, I will touch upon the destroyer of bounds script and the sophisticated scripting behind the audio-reactive rose. No action is requested from the viewers in this video. Music: 'Too Good' by WODD

In this video, I will provide a breakdown of my project, showcasing how my artwork combines art and engineering. I will demonstrate my pipeline and workflow, highlighting the models used in the project. Additionally, I will discuss the inspiration behind the concept, which draws from medieval and ancient Greek literature. I will also showcase the post-processing effects and the virtual reality tools used for 3D model creation. Stay tuned for a scripting video where I will explain the audio-reactive scripting of a rose.

In this video, I breakdown the 3D modelling pipeline used in a project featuring an audio-reactive interactive 3D world. I showcase the gameplay and the audio-reactive landscape, highlighting the dog-like chimeric creatures with my face and goddess-style embellishments. These creatures roam the landscape and require roses for sustenance. I explain how I combined an existing asset with a 3D scan of my face and added embellishments using the virtual reality modeling app, Open Brush. Additionally, I discuss material creation and the audio reactivity scripting used in the project.

In this final technical artist breakdown video, I discuss the scripting in my beautiful project. I cover the reactivity to music, the gameplay demo, and the artwork and model creation. I also mention the removal of the point system for instant gratification. Join me as I explore the player controller and various scripts like move forward, destroy out of bounds, and detect collisions. I provide insights into the project's features and share my excitement about learning new scripts.

i’ll explain later

i’ll explain later

i’ll explain later

i’ll explain later

i’ll explain later

i’ll explain later

i’ll explain later

i’ll explain later

i’ll explain later

i’ll explain later