Jackson Wang Magic Man Experience


    My contribution as a 3D designer, collaborating closely with Volvox Labs, 88Rising, and Microsoft. The project aims to craft the mesmerizing Magic Man Experience. Drawing inspiration from Jackson Wang's visually compelling album, my role involves designing the immersive scenes that transport participants into the dynamic world of Jackson Wang's music videos.

Official Project Documentation



Transition Animation During Level Launching 
Come Alive Scene
Cruel Scene
Blow Scen
    

    Starting with the first two scenes, Come Alive and Cruel, I began by working with a packaged project file provided by the client. These two original music videos, designed in Unreal Engine for the artist’s XR production, included fully prepared objects and scenes. My role was to rearrange and adjust camera angles to suit the portrait display for the "magic elevator." Starting with an empty scene, I used keyframe animation to bring objects into view, creating a seamless transition from the elevator motion graphics to the world scene.

    As the scene progresses, it transforms into the “hero stage,” where lighting and visual effects intensify to enhance audience interaction. This stage also includes a snapshot function, allowing the audience to capture memories during the experience.

    One major constraint was optimizing the world level to ensure real-time performance. I carefully balanced particle effects, dynamic lighting, and textures to achieve a visually engaging yet technically efficient installation.

    Additionally, I was responsible for building the final scene, Blow, entirely from an empty level. To achieve an accurate look in the final output, I gathered visual references by capturing key moments from the music video and using them to guide the scene's design.

Different Particle Simulation Variations

    Furthermore, I had the opportunity to explore workflows between Microsoft Kinect and the Unreal Engine pipeline. Using point cloud data from audience movements, the Niagara System in Unreal Engine triggered each point as a particle emitter, creating captivating real-time interactive effects within the scene. This project significantly enhanced my expertise in real-time immersive production, technical workflows, and project optimization.

Direction
Volvox Labs
Contribution
Shot Composition, 3D Rendering, Lighting, Visual Effects


2024 Chatrin Samanchuen
All rights reserved
Chatrinsamanchuen@gmail.com
New York City, NY