HANNAH SCHILSKY
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Virtual Reality

The Comedian

Captured out of Unreal, working title The Comedian. This piece is about a deteriorating language and still attempting to communicate  even when we don't quite understand what the other is saying, and it is about our basic necessity for comedy, sometimes we  want to take the stage and others times we desire to become part of a crowd and give in to the contagion of laughter.  

Synthetic Nature

Heighmap and river rocks made in Houdini, materials made in Substance and Unreal Engine 4. Optimized for VR and this capture was rendered in real-time out of Unreal Engine 4.

MuzeBox

The concept for Muze Box was conceived when me and my team at In It VR were asked to create a virtual reality experience to the New York Toy Fair; an exciting prospect because it would be the first virtual reality experience they had ever welcomed into the Toy Fair. I was inspired by the idea of synesthesia and wanted to give children a space in which they could have access to potentially infinite amounts of toys that came to life through animated dancing and made sounds that sounded like the animation looked. The kids were able to compose their own songs using these animated toys and I am looking to expand this project into a fully functional portable synthesizer sound studio. 

On Cloud Phi

On​ ​Cloud​ ​Phi​ ​is​ ​a​ ​tongue​ ​and​ ​cheek​ ​interactive​ ​virtual​ ​reality​ ​musical​ ​based​ ​on​ ​people’s illusion​ ​of​ ​“The​ ​Cloud.”​ ​“The​ ​Cloud”​ ​has​ ​been​ ​cleverly​ ​named​ ​so​ ​to​ ​inspire​ ​feelings​ ​of​ ​comfort and​ ​trust​ ​as​ ​if​ ​our​ ​files​ ​are​ ​being​ ​stored​ ​in​ ​some​ ​heavenly​ ​ethereal​ ​place​ ​in​ ​the​ ​sky,​ ​while​ ​the reality​ ​is​ ​rows​ ​and​ ​rows​ ​of​ ​hardware​ ​and​ ​wires​ ​stored​ ​in​ ​spaces​ ​based​ ​off​ ​of​ ​chicken​ ​coops​ ​for proper​ ​ventilation.  This​ ​piece​ ​glorifies​ ​this​ ​illusion​ ​with​ ​a​ ​dreamy​ ​cloud​ ​environment​ ​complete​ ​with​ ​dancing cloud​ ​people,​ ​ambient​ ​synthesizer​ ​music,​ ​and​ ​dramatic​ ​theatrical​ ​lighting.​ ​As​ ​you​ ​move​ ​through the​ ​space​ ​it​ ​is​ ​apparent​ ​that​ ​the​ ​floor​ ​on​ ​which​ ​you​ ​stand​ ​is​ ​actually​ ​a​ ​glass​ ​circuit​ ​board​ ​and immersive​ ​surrealistic​ ​animations​ ​based​ ​off​ ​of​ ​glitches​ ​are​ ​triggered​ ​through​ ​the​ ​viewer interacting​ ​with​ ​the​ ​environment.​ ​These​ ​glitchy​ ​animations​ ​are​ ​both​ ​a​ ​reminder​ ​of​ ​human​ ​error and​ ​a​ ​way​ ​of​ ​showing​ ​the​ ​beauty​ ​inside​ ​these​ ​imperfections.  ​

Procedural Museum 

In Houdini I created a  network that is a parameter based abstract art tool that I can adjust with sliders to control the sculpture. The optimization for AR/VR was automated in Houdini as well so I have been moving these sculptures into a VR project in UE4 with the goal of building out a virtual museum full of sculptures that appear opulent because of our psychological association with material properties and economy/demand, but really their all just pixels. 

Augmented Reality for Instagram, Facebook, and Snapchat

https://www.instagram.com/a/r/?effect_id=849674688705952
https://www.instagram.com/a/r/?effect_id=335714173825497
https://www.instagram.com/a/r/?effect_id=515566475514874
https://www.instagram.com/a/r/?effect_id=543322552814456
https://www.instagram.com/a/r/?effect_id=2004842283144014
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