Simulated Ecologies (2023)
- - -Concept
I wanted to create a system for real-time graphics inspired by ecology: can an artist draw digital ‘organisms’ out of thin air? Can they exert influence over these organisms, imparting life and embedding them into an environment? In a future where media art is increasingly real-time and generative, can digital artists experience embodied creativity through procedural content generation (PCG)?
I prototyped a set-dressing toolset that allows artists to draw and manipulate real-time assets using freehand input, inspired by digital art tools like Procreate and Blender’s GreasePencil. I connected Unreal Engine’s brand new scriptable tools interface to Houdini Engine to create an embodied ecosystem for real-time PCG generation. The system allow artists to create a game engine environment "by hand" without complicated UIs, overwhelming asset management, and other interrupters of flow.
While there isn't a physical component to this system (yet!), the affirmation of embodiment informed the system's intent: for the artist to become a part of an organic virtual ecosystem, fully immersed in their craft.
The videos below are real-time captures from Unreal Engine.
system demo reel (sound on)
overview of implemented features
all assets are generated from hand-built systems in Houdini (excluding the metahuman), and animated shaders are fully procedural : )
I am grateful to my teachers: Andrew Lowell, Adam Funari, Julia Silkina, Jeffy Mathew Philip and Kate Xagoraris. Addtitional thanks to the support of Per Kristensen, the Animation Workshop, and the Stamps Presidential enrichment fund.
Unreal Engine, UE Scriptable Tools, Houdini