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.