I joined the project as part of the MPM25 team, focusing on the Dream Chamber Studios, a remix area where players could jam to Daft Punk tracks.
My work centered on the visual effects within the jam bubble environment, bringing the concept art to life through real-time visuals that responded naturally to the music.
Each music stem selected by the player was represented by a colored fragment in the zoetrope, influencing the entire bubble's lighting and atmosphere.
My work centered on the visual effects within the jam bubble environment, bringing the concept art to life through real-time visuals that responded naturally to the music.
Each music stem selected by the player was represented by a colored fragment in the zoetrope, influencing the entire bubble's lighting and atmosphere.
The effects were built in Unreal Engine's Niagara and custom shaders to create the ribbon lines, particles, floor edge bars, light projector, and zoetrope floating objects, relying on features like scratch pad modules, HLSL, user bindings, and Dynamic Material Parameters.
The color gradient behavior was driven by a custom material function tied to a Material Parameter Collection (MPC).
The color gradient behavior was driven by a custom material function tied to a Material Parameter Collection (MPC).
All effects responded to live audio, reacting to kick, snare, hihat, and stutter signals from the submix via Niagara Parameter Collections (NPC) and the AudioSpectrum module.

The MPM25 team contributed to several areas of the Daft Punk Experience, working in close collaboration with Magnopus.
The direction and overall vision were led by their art and technical teams, and polishing every detail alongside such world-class artists was a rewarding experience.
The direction and overall vision were led by their art and technical teams, and polishing every detail alongside such world-class artists was a rewarding experience.