Youngbin Song

Unreal Engine developer and technical artist. I build museum games, interactive installations, brand activations and CG short films, for clients including the National Gallery Singapore, the Singapore Art Museum and IMDA.

Based in Singapore.

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00:00:00 AM / Singapore
Projects8Breakdowns14
All14·Tools & systems8·Gameplay5·VFX3·Environments3
LED Wall Pre-Visualisation Tool

LED Wall Pre-Visualisation Tool

Amway Annual Gala · 2024Tools & systems
Live Concert Visual Environments

Live Concert Visual Environments

Amway Annual Gala · 2024Environments
Live Dual-Screen Camera System

Live Dual-Screen Camera System

Geometrica Situ · 2024Tools & systemsGameplay
Hothouse Point Cloud Environment

Hothouse Point Cloud Environment

Geometrica Situ · 2024Environments
Modular Interaction System

Modular Interaction System

Geometrica Situ · 2024GameplayTools & systems
Player Gameplay Framework

Player Gameplay Framework

ÖK(^)B · 2023GameplayTools & systems
Designer-Configurable Interaction Zones
Coming soon

Designer-Configurable Interaction Zones

ÖK(^)B · 2023GameplayTools & systems
Table Generator Tool

Table Generator Tool

Sticky Note · 2023Tools & systems
Texture-Driven Light Flicker System

Texture-Driven Light Flicker System

Sticky Note · 2023Tools & systemsVFX
Rewindable Chaos Destruction

Rewindable Chaos Destruction

Sticky Note · 2023VFX
MetaHuman Face Distortion Shader

MetaHuman Face Distortion Shader

Sticky Note · 2023VFX
Command Centre Environment

Command Centre Environment

Sticky Note · 2023Environments
Light Installation Previs & DMX Control

Light Installation Previs & DMX Control

Flight · 2022Tools & systems
Kinect Body-Tracked Interaction

Kinect Body-Tracked Interaction

Negentropic Fields · 2021Gameplay
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00:00:00 AM / Singapore
Player Gameplay Framework

Player Gameplay Framework

ÖK(^)B

July 2023 - December 2023

GameplayTools & systems

Built with Unreal Engine

Brief

I built the player side of ÖK(^)B in Unreal: the character and its material, how it moves, the controls and the UI. The game designer wanted three different ways to explore the reconstructed museum, with players free to switch in and out of each one.

Approach

The game is third person and multiplayer. On the ground, players explore at their own pace. In flight, they see the museum from different angles, inside an enclosed bounding box. The third mode plays cutscenes through key areas, with only skip and fast-forward. Controls are built for a gamepad, such as an Xbox controller, and the D-pad switches modes. The player controller adds and removes each mode's controls as players switch, while a base Enhanced Input profile handles the UI throughout. Every character comes from one parent class, BP_SAMCharacter, which branches into the playable character and the AI characters. The player character is a sphere whose material takes six player-set parameters. It pulses, and World Position Offset points it towards the nearest interactable zone or player. On the UI side, I programmed mode switching, the minimap and the live player count, plus all of character creation, from the sliders and controller navigation to confirming the choices.

Character

The player character
Character creation
The player character's materialTap to open full size
The player character's material

Movement and controls

Character classes, player modes and their input layersTap to open full size
Character classes, player modes and their input layers
Exploring on the ground
Switching between modes
Made at FormAxioms for Singapore Art Museum
Modular Interaction SystemTable Generator Tool