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Other Spring - U.N.O.

U.N.O.
/wu.no/
Universal - Network Observer

OTHER SPRING is a research essay, a virtual world, and a short film. The project is inspired by an ancient Chinese fable THE TALE OF THE PEACH BLOSSOM SPRING about a fisherman accidentally venturing into a mysterious peach blossom spring that is surrounded by a thick fog.

OS critically investigates the societal implications of computational mediation, automation, and AI. Drawing from ZZYW's research paper Computational Haze, the project comprises a virtual world and a short film exploring the potential of ‘heretical computing’ (based on a lecture by Alexander R. Galloway, 2020) to challenge the monolithic idea of efficiency and precision that characterizes our contemporary information society.

Full film at the VH Award Archive: https://artlab.hyundai.com/editorial/watch/the-5th-vh-award-zzyw-other-spring

CREDITS
Created by: ZZYW(Yang Wang & Zhenzhen Qi)
Creative Producer: Matthew J.X. Doyle
UE5 Technical Environment Artist: Cecil Boey
Worldmaking Architect: Mehrdad Ranjbar
Research Architect: Junling Zhuang
Film Editor/Graphic Designer: Qinru Zhang
Music Composer: Maxwell Sterling

I created different sets of tillable textures in Substance 3D Designer. This is mainly due to the amount of 3D models for the 2 worlds being unmanageable for painted textures.

For optimization, I combined the texture maps into appropriate color channels.

I created different sets of tillable textures in Substance 3D Designer. This is mainly due to the amount of 3D models for the 2 worlds being unmanageable for painted textures.

For optimization, I combined the texture maps into appropriate color channels.

I made a procedural tool from Houdini that exports 2 clusters of cables from random points on the specific cube structures for additional meshes to manifest a strong sense of interconnections in the world of UNO.

I made a procedural tool from Houdini that exports 2 clusters of cables from random points on the specific cube structures for additional meshes to manifest a strong sense of interconnections in the world of UNO.

I exposed a few parameters for fast iterations, achieving the effects of customizing the scatter points and cable XYZ curve strengths.

I exposed a few parameters for fast iterations, achieving the effects of customizing the scatter points and cable XYZ curve strengths.

Cable gentle swing playback in UE5.

Cable gentle swing playback in UE5.

Cable animated shader:
1. Early version using digital textures from Substance Designer and scan effect.
2. Optic fiber visuals using transparency with light pulsing effects.

Cable animated shader:
1. Early version using digital textures from Substance Designer and scan effect.
2. Optic fiber visuals using transparency with light pulsing effects.

For the Data Center spheres, I created a custom digital banding effect that can be fully customized. The core components of the shader include: Creating the bands in X/Y/Z directions, randomized UV grid noise, and swappable textures.

For the Data Center spheres, I created a custom digital banding effect that can be fully customized. The core components of the shader include: Creating the bands in X/Y/Z directions, randomized UV grid noise, and swappable textures.

A rundown on using exposed parameters to adjust to the effects according to artistic needs.

For the transparent Observation Center spheres, I designed the shader to manifest a warp effect by creating 2 core components: distorting the IOR from UV radial noise applied to custom Textures, and masking the effects with Fresnel.

For the transparent Observation Center spheres, I designed the shader to manifest a warp effect by creating 2 core components: distorting the IOR from UV radial noise applied to custom Textures, and masking the effects with Fresnel.

A rundown on using exposed parameters to adjust to the effects according to artistic needs.