Available for projects

Available for projects

Est. 2014
Shape

MirrorWorld Inc

Client:

Integrated Media

Role:

Content Creator

Purpose:

Live Events, Integrated Media, Content Creation

Year:

2026

Overview

MirrorWorld Inc was an immersive experience that premiered at the Fusebox Festival in Austin, TX by the class of Integrated Media at the University of Texas at Austin. The idea of the experience was to display a satire of corporate overreach as you, a new hire in the company MirrorWorld Inc, begin to uncover the dark possibilities of mass surveillance. I was assigned the role of a Content Creator with the responsibilities of developing unique and creative material that could be applied to the exhibit.

Result

My main attraction was the development of "Mirror Worlds", which I had proposed to design in Unreal Engine. I utilized Unreal Engine 5.7 and began the level design of 3 separate scenes that engulfed the uniqueness of space and otherworldly transcendence. The intention was to make the scene playable via mouse and keyboard, then adapt the control functions to a VR headset for the physical immersion component of the experience. We utilized three Meta Quest 3 headsets, and soon learned that mapping the controls wasn't a simplistic process. Working with the Content Creation department head, I did research on Android development and Meta Quest Developer Hub to package the Unreal Engine scene into an .apk that could be loaded locally onto the Meta Quest 3 headset. This required extensive optimization and rebuilding of the scene to run smoothly on the headset.

The Unreal Engine scenes featured:

  • HDRI skyboxes

  • Particles running on the Niagara system

  • High-poly fractal assets

  • Heightmapped landscapes

  • PBR textures

  • PCG landscapes

  • Custom blueprint scripts

Next on the list was surveillance footage. To provide a sense of insecurity in a corporate dystopia, I had to collect multiple CCTV footage that could be blob-tracked via TouchDesigner. I collected a total of 38 unique surveillance footage. This proved to be a challenge as utilizing real surveillance footage (i.e. CCTV livestreams) have legal hurdles and aren't available for the public domain. To source the footage ethically, I discovered an "EarthCam" site that has livestreams of cam footage in public areas, legitimatized by clear signage and authorized by the respective city governments. In addition, I found overhead stock footage from tourist locations, such as Tokyo and London. By applying blob-tracking to these footages, they all managed to look like real-time CCTV footage that we could display in the exhibit in a loop.

To add more depth to the narrative, I also created a large database of fictional entities. Names, addresses, coordinates, relatives, behaviors, and more; I utilized Antigravity to develop over 100 unique profiles that we could add to the office computer of the company's manager for our patrons to discover.

Tools utilized:

  • Unreal Engine

  • Adobe Premiere Pro

  • Adobe Photoshop

  • TouchDesigner

  • Resolume Arena

  • Antigravity

Gallery showcase