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OTHER SPRING

A theory-fiction short film made in UE5.

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Finalist at the 5th VH AWARD - Displayed at Vision Hall, Seoul.

My Role:

Technical Environment Artist

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Created by: ZZYW(Yang Wang & Zhenzhen Qi)

Creative Producer: Matthew J.X. Doyle

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Research Architect: Junling Zhuang

Worldmaking Architect: Mehrdad Ranjbar

Film Editor/Graphic Designer: Qinru Zhang

Music Composer: Maxwell Sterling

80Lv

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This project is now available on 80Lv! Give it a read for my full in-depth breakdown!

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OS_Cover.png

OVERVIEW

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"Other Spring" is set in a speculative future where an all-seeing, algorithm-driven network UNO (Universal Network Observer) dominates, 'Other Spring' reflects on the urgency of privacy, agency, and individuality.

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As the sole Unreal developer, I must wear multiple hats simultaneously. 

There are 2 worlds that I need to create:

  • UNO — Universal Network Observer. A homogeneous data transparent interconnected society, with the aesthetic of Science-Fiction, mechanical, and brutalist.

  • OS — Other Spring. A hidden village in the mountain range isolated from UNO. OS is a much more natural and organic realm.

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UNO_S02.png
IMG3.jpg
Vision Hall_01.png
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HOUDINI

 

There are additional meshes needed to manifest a sense of interconnections in UNO.

 

It would not be ideal to hand-model each cable because they might be adjusted frequently during the production process.

 

Therefore, I made a procedural tool that exports clusters of cables from random points on the selected input models.

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Cable swinging simulation exported as VAT.

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HoudiniCable_Demo.gif
HoudiniCable_Clusters.png
CablesDemo.gif
Cables_BeforeAfter.png
UNO_TexturesSubDesigner.png

UNO tileable textures created in Substance 3D Designer.

 

For optimization, I combined the texture maps into color channels:

  • ARMA

  • Ambient Occlusion/Greyscale Maps - Red Channel

  • Roughness - Green Channel

  • Metallic - Blue Channel

  • Alpha/Greyscale Maps

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OS Vertex Paint shader.

 

I assigned 4 different layers of textures to adhere to the visuals of the mountain:

  • Base Material Layer (Without Vertex Painting) - Base mountain rock

  • Red Layer - Grass and moss

  • Green Layer - Chipped rock cliff

  • Blue Layer - River bedrock

OS_VertPaint01.png
OS_SetDressingProcess.gif
DS_NodesDemo.gif
OC_NodesDemo.gif
Iridescent_NodesDemo.gif
HazeEmitter.gif
OS_WaterfallShader.gif
OS_Waterfall.gif
OS_EmitterNodes.gif
OS_Intro_Min.gif
OS_Grip.gif
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