Jiayao LANG's Portfolio - Overview

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90°N - A Psychological Healing Game

 

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I. Overview & Galleries


II. Description

1. Background & Concept

90°N is designed as a healing‑oriented interactive experience, using the quiet vastness of the Arctic as a setting for emotional restoration. Through spacious environments, interesting interactions, the game offers players a calm refuge from the intensity of everyday life.

Goals & Themes

Target Audience / Context

 


2. Research & Analysis

Ideation & Thought Development

The early concept development for 90°N began with a video exploring the emotional and ecological dimensions of polar travel. The ideation process focused on simulating the psychological healing of Arctic exploration while offering meaningful interaction.

Narrative & Scene Prototypes

 


3. Key Design & Production Process

The production pipeline for 90°N followed a clear workflow that combined environment creation, interaction design, VR systems, and visual effects. Each stage used specialized tools to keep the process efficient and easy to iterate.

  1. Early UI & Level Planning

    To establish the structure of user experience, I first created a set of UI sketches and layout references using Illustrator. These early drafts helped define navigation flow, interaction points, and the emotional pacing of each scene.

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  2. Landscape Creation with Gaea & Unreal Engine

    The Arctic terrain was built using Gaea, where I sculpted the base landscape, snow ridges, and glacier formations. The heightmaps were then exported into Unreal Engine for further refinement. Inside Unreal, I used Nanite Displacement, Layer Blending, and procedural generation technology to achieve natural surface variation.

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  3. Environment Assembly & Visual Atmosphere

    Using Megascans assets, I populated the world with rocks, ice surfaces, and natural debris using PGC workflow. Material shaders were customized to simulate snow covering and blending, subsurface scattering on floating glaciers, anti-tiling.

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    And an early playable build was created to test scale, lighting, and traversal.

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  4. FPV Animation & Rigging

    All first person models and animations — such as camera with equipping animation, were created in Maya, and textured in Substance Painter. And using the model without arms for VR gameplay.

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  5. Interaction Systems & Inventory Design

    A custom inventory system was developed for both the keyboard version and the VR version. The VR inventory opens with a scanning‑dot VFX inspired by the game Death Stranding.

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  6. Timelapse Tools

    A VR time‑manipulation tool was created to let players switch between day and night. This system uses particle‑based holographic elements with a little electronic disturbing visual effect, showing the sun, moon, and hour markers . For keyboard experience, replace it with a modern appearance clock, player can drag the circular progress bar and set the duration of time passing.

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  7. VR Gallery & Memory System

    Players can capture photos during exploration. These photos appear as floating holographic squares inside a VR gallery space, allowing players to revisit their journey. The photos taken by the player will be save to the local disk, so the gallery wont forget player's experience.

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  8. Special Interaction: World‑Traveling Orb

    A unique VR gameplay allows players to grab a glowing “world sphere” similar to a divination orb. VR player could dive in to the world by taking closer to the ball. The faster the player swings the ball, the flatter it will become, which is based on vertex offset shader.

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4. Final Outcome

High-Fidelity Results

Note

You can visit all my projects here: ArtStation Profile.


 

Steel Defender - A Multi-Platform Multiplayer Game

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I. Overview & Galleries


II. Description

1. Background & Concept

Steel Defender is a cross‑platform multiplayer shooter game. VR players and keyboard‑mouse players can play together in the same world while taking on different roles. The game features both a first‑person mode and a VR mode, and its detailed environments create a strong sense of visual impact.

Goals & Themes

 


2. Research & Analysis

Ideation & Thought Development

The early concept development for this project began with observing how players increasingly move between different devices in their daily lives. This inspired the idea of creating a shared game world where PC, mobile, console, and VR players can interact smoothly and enjoy the same experience.

 


3. Key Design & Production Process

The production workflow for this project followed a structured pipeline that combined VR interaction design, multiplayer networking, environment creation, visual effects, and asset production.

  1. VR Interaction & Multiplayer Framework

    The early prototype focused on building a multiplayer framework that supports both VR players and keyboard‑mouse players in the same session. This stage ensures that VR’s physical interactions and traditional keyboard controls could coexist smoothly.

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  2. Floating Enemy AI Prototype

    A helicopter enemy was created, and test floating AI behavior. Its vertical motion used a sine‑based height jitter, allowing the prototype to simulate hovering, strafing, and attacking block targets.

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  3. Pistol Asset Creation

    The VR pistol was modeled in Maya, textured in Substance Painter, and then rigged for animation. Inspired by P102 in the game HELLDIVERS2.

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    By separating the hand from the weapon and letting both share the same hand skeleton, the workflow becomes clearer, more modular, and easier to extend to other weapons, or just animate the hand gesture.

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  4. Ammo Indicator VFX & Hologram Visual Effect

    Inspired by Half‑Life: Alyx, a holographic ammo indicator was designed in Photoshop, implemented in Unity, giving the VR pistol a more futuristic VR‑friendly interaction cue.

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  5. Level Design Prototyping

    The level prototype explored how the helicopter enemy could guide the player through the environment. Megascans assets were used for quick iteration, and a single stone model was varied through Shader Graph to maintain performance while preserving visual diversity.

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  6. Environmental Shaders & Atmosphere

    Several custom shaders were developed to enhance environmental realism: snow covering, lightweight volumetric fog using intersecting planes, procedural grass variation where color and size were sampled from world position to create natural randomness, and etc.

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  7. Landscape Creation with Gaea

    The terrain was generated in Gaea, using erosion nodes and height‑based masks to sculpt a natural landscape. The skybox is rendered using a MatCap‑based approach, allowing it to produce a striking visual effect that enhances the overall atmosphere.

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4. Final Outcome

High-Fidelity Results

Note

You can visit all my projects here: ArtStation Profile.


Digital Teacher Xiao E

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I. Overview & Galleries


II. Description

1. Background & Concept

Xiao E is a digital‑twin teaching assistant powered by 3D scanning and AI speech recognition. Xiao E enhances teacher-student AI interaction, offers immersive guidance, answers campus questions, and supports digital campus services.

 


2. Research & Analysis

Ideation & Thought Development

The early concept for this project began with the idea of creating an intelligent Q&A assistant that could appear on a semi‑transparent display using MetaHuman technology. I wanted this assistant to communicate naturally with students and feel believable enough to be accepted as part of their daily campus experience.

 


3. Key Design & Production Process

The production workflow for this project followed a structured pipeline that combined VR interaction design, multiplayer networking, environment creation, visual effects, and asset production.

  1. Head Model & Base Asset Creation

    The workflow began with a scanned real‑person face model, which served as the foundation for creating a MetaHuman facial asset with identity‑tracking features in Unreal Editor.

    For privacy reasons, I cannot show the RealityCapture screenshots, the main work there involved cleaning the photos and removing model noises. The face model was then further refined into an animated style in Maya.

    Inside MetaHuman Creator, the character initially appears without hair, and refinement are completed in later stages.

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  2. Hair Grooming in Houdini

    Hair was crafted using Houdini’s groom system, allowing precise control over powerful hair guidelines. It can also export Hair Card easily. This ensured the final appearance would maintain a natural and well performance in real‑time rendering.

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  3. Cloth Creation in MD & Rigging in Maya

    Clothing was designed in Marvelous Designer for realistic cloth simulation, then exported to Maya for binding and skin‑weight adjustments.

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    Note

    The clothing shown in the picture is from an earlier time. I also created a digital human before Xiao E.

  1. Assembly in Unreal Engine

    The character’s cloth, body, and hair were composited within Unreal Engine’s MetaHuman workflow. In this workflow, all the component skeletons have to share the same skeleton so they can act in same pose or animation. The torso was omitted for performance optimization while maintaining full visual fidelity for visible regions. For materials, the glasses use Cubemap reflection, and the skin uses flatten normal like an animate style.

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  2. Background Material & Mosaic Transition Effect

    A custom background material was created to transition between two images using a mosaic‑style effect. This was achieved by down‑sampling UV to produce a stylized low resolution and slide from left to right appearance during the transition.

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    Note

    Transition footage can be found on ArtStation.

  3. C++ Integration for AI Communication

    C++ modules were implemented to run Sherpa’s binary with parameters, enabling socket‑based communication between UE and Sherpa. Additional C++ logic handled Edge‑TTS on a separate thread, monitoring downloaded voice files for real‑time playback.

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  4. Blueprint Logic for ChatGPT Messaging

    Blueprint scripts were built to send JSON messages through HTTP requests to the ChatGPT backend. The system then awaited responses to drive the assistant’s conversational behavior.

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    Tip

    The HTTP sending function in the image is one of the plugins I created, you can obtain it on Fab.

 

  1. Audio2Face Streaming Pipeline for Facial Animation

    When the UE received a voice file from edge-tts, it will run a Python application to push the voice file into Audio2Face’s streaming pipeline. This will generate real‑time facial expressions for the digital human.

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  2. Generate Backgrounds using Fooocus

    Use Fooocus to generate the images for each element, then composition them in Photoshop.

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    Note

    More detailed information about the paintings can be found at here.

 


4. Final Outcome

High-Fidelity Results

Note

You can visit all my projects here: ArtStation Profile.