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UP

In 2021, I turned Bridget Carpenter's play "Up" into an RPG game for PC/Oculus 2. Inspired by Larry Walters' real-life balloon adventure, the goal was to bring virtual experiences closer to the audience. 

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 My passion lies in creating original immersive performances through mixed reality. Based on the original stage design done by me in 2020, this project aimed to involve the audience as storytellers. 

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​My role

Concept Designer

3D Asset Creator 

Lighting Designer

Video Editor  

My tools

Autodesk Maya

Autodesk 3ds Max

Arnold

Adobe Photoshop 

Adobe Illustrator 

Miro

Figma

My duties 

Project management

Concept design

3D modeling

Lighting

Rendering

Video editing  

Compositing

Project oversight

Timeline management

Quality assurance for VR experience

View Trailer 

Inspiration for this project

This project stems from a deep connection with the play "UP" and its themes of the conflict between dreams, ambition, and financial responsibilities. By recreating the scenic design in Maya, I aim to explore the universal struggle between pursuing aspirations and balancing practicalities.​

Ideation and my intention

​My intention for this project was to utilize Oculus 2 as a tool to recreate my scenic design. However, I also aimed to go beyond traditional boundaries and break “the fourth wall”, a concept often explored in conventional theatre.​ I wanted to create an immersive experience that transports the audience into the virtual space and connects them to the story's narrator. 

Architectural Reference

Features

01. Expropriation:  

Explore the immersive room

02. Find Clues: 

Search for hidden clues throughout the environment. 

03. Make Decisions: 

Shape the story with impactful choices.

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How I Created a Compelling Story Using Filmmaking Techniques 

​- Design an environment based on the script 
- Two storylines for faster-rising actions 
- Cinematics climax 
​- Different endings based on player choices 

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User Journey 

As players immerse themselves in the virtual world, they will encounter diverse challenges, engage in their surroundings to uncover hidden clues, and navigate through a series of impactful choices that significantly influence the storyline. 

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start with bootflow video

two different endings 

​Concept to Modeling 

My handmade  model for the original stage production of "UP"

My early stage storyboards

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Early sketches

Black and white renderings for setting  the visual tone 

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Texturing in Photoshop 

Modeling process

Concept 1 (Photoshop)

Concept 2

Concept 3 (Final)

VR Interface Design

​My design for the game in VR space  

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Select different timeline

Discover the clue (game feature)

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Polished Art

Behind the stage 

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As much as I love working in Maya, we both know the harsh reality of it crashing all too often. But that's okay because I know that every project I take on is an opportunity to improve my skills and create something amazing. 

Behind the stage 

​Technical and logistical issues:

​How can I build a VR environment without having a programmer?

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Strategy to Overcome Challenges: ​

I implemented tools such as Maya, AutoCAD, and Arnold. These tools allowed me to create 3D prototypes for testing and iteration. However, due to the time limitations of working with two-dimensional screens like laptops or phones, I used 2D assets to represent the virtual space. This enabled me to explore and visualize the design early on. 

Summary 

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Throughout the process of developing the "UP" VR project, I have gained valuable insights and experiences. The development of the "UP" VR project has deepened my understanding of the technical and creative aspects of working with VR technology.  Moreover, unlike traditional theater, VR's unique capability to break the fourth wall has allowed me to establish a deeper connection between the player/audience and the virtual set/space. This immersive experience has added a layer of engagement and interactivity, creating a more dynamic and memorable encounter. 

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