Flow — Interactive Immersive Experience

VR / XR  ·  Immersive Experience

Flow: Interactive
Immersive Experience

Role 3D Technical Artist & XR Prototyper
Tools Unreal Engine 5, Houdini, Maya, Custom Shaders
Hardware Azure Kinect, Vive Trackers
Duration 5 months  ·  Team of 6
Playtesting 70+ sessions  ·  100+ guests

Recognition

Press

Team: 1 PD, 2 Eng, 1 2D Art, 2 3D Tech Art · 5 months

My role: 3D Technical Artist & XR Prototyper — env art, shaders, spatial UX, co-led playtests

About

A controller-free journey through a folklore-inspired world

Flow is an immersive interactive experience that takes guests on a spiritual journey through a folklore-inspired world. Utilizing a 270-degree curved projection screen and multiple body-tracking devices (Azure Kinect), players use full-body gestures to interact with the narrative — no controllers required.

Over 5 months, we conducted 70+ playtest sessions with 100+ guests, continuously iterating on the physical-to-virtual interactions based on playtest observations and guest feedback. My primary contributions spanned technical environment art, custom shader development, and spatial UX design.

Unreal Engine 5 Houdini Custom Shaders Azure Kinect Body Tracking 270° Projection
Demo

Experience Demo

Flow — Full Demo Video

01

Narrative & Experience Design

The goal was to create an emotionally resonant interactive story where guests intuitively use body gestures to help the main characters — without standard controllers.

Design Approach

Spatial Partitioning: By dividing the massive 270-degree screen into three distinct interactive zones, we optimized the spatial layout to seamlessly match the pacing of the story and user inputs.

02

Challenge 1 — Lack of Intuitive Affordances

The Problem

Early playtests revealed that guests felt stuck. The system lacked sufficient feedback, leaving players unsure of when and how to interact using their bodies.

Solution 1: Onboarding (Pre-show)

Designed a live tutorial phase where a host guided guests into the environment, teaching them core gestures associated with elemental powers.

Solution 2: Blinking Outline Shader

To provide non-intrusive UI cues, I developed and implemented a blinking outline shader on interactable objects. Combined with the virtual character's movement hints, this clearly signaled interaction opportunities and sharply reduced moments where guests got stuck.

03

Challenge 2 — Scattered Focus in a 270° Environment

The Problem

The massive scale of the curved screen distracted guests. Players often looked at the wrong sections, missing key narrative moments and failing to perform gestures in time.

Solution: Dynamic Fog as a Spatial UX Tool

I conceptualized and created a Dynamic Fog shader that dynamically controlled the player's Field of View (FOV) — subtly obscuring non-active areas and naturally guiding their attention to the active interaction zone.

Result: In later playtests, guests consistently found the active interaction zone without host intervention.

04

Playtesting & Cross-Functional Iteration

05

Immersive World-Building & Tech Art

Virtual Environment Setup

Final Interaction — Scene 3

Final Interaction Demo — Scene 3

VFX & Shader

Procedural Natural Assets