Forests of Ash
Presented as part of Melbourne Fringe & Melbourne International Games Week
Created by Gabriel Bethune
Created by Gabriel Bethune
About
A meditative piece focused on Victorian Forests.
The installation utilises a depth sensing camera and skeleton tracking software to generate particle effects determined by the users movement and position.
The environment was created by creating foliage assets in Blender, and imported into Unreal Engine 5 to create the game environment.
Iterations on Interaction
The first version of the particle system spawned all particles at set time increments, rather than a constant stream of particles.This took several iterations to refine.
The final decision of implementation was to anchor a mesh to each hand and head, update the position of the mesh based on the Skeleton Data, and anchor the particle emitter to the static meshes.
Sound
Final Stems
Pre-Set Audio - This Audio is playing before audience interactionBrown Noise - Artificial Noise Floor + Noise PollutionActivated Audio
Bird calls played in reverse
Synth Music
A drone made from the return of a frozen reverb tail
Mixed Together
Final sounds when artwork is activated
Audio I like but wasn’t used