Youngbin Song

Unreal Engine Developer - I create immersive experiences using Unreal Engine, specializing in gamified museum experiences, brand activation projects, and cinematic short films.

Based in Singapore.

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00:00:00 AM / Singapore
Projects8Breakdowns16
All16·Tools & systems7·Gameplay5·VFX5·Environments4
LiDAR Point Cloud Stylisation

LiDAR Point Cloud Stylisation

Kelong E63 · 2025VFX
Cinematic Showcase

Cinematic Showcase

Simulated Reality · 2025VFX
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
Explorable Museum Reconstruction

Explorable Museum Reconstruction

ÖK(^)B · 2023GameplayEnvironments
Designer-Configurable Interaction Zones

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
Sticky Note: Command Centre Environment

Sticky Note: 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
The trigger volumes with their debug names. Players don’t see these.

The trigger volumes with their debug names. Players don’t see these.

Modular Interaction System

Geometrica Situ

January 2024 - February 2024

GameplayTools & systems

Built with Unreal Engine

Brief

Each artist in Geometrica Situ wanted a different interaction. Some played a Sequencer, some a Timeline, some audio. None of the artists used Unreal, so they would ask us whether an idea was possible and we worked out how to build it. Only two designers worked in the environment, and they needed to set up every one of these interactions the same way. Some pieces could only be seen properly from a specific angle in VR.

Approach

I programmed a base Blueprint class that every interaction runs through. An interaction starts when the player walks into its volume. All the lights dim and run through a set animation, then the zone plays the content the designers picked for it. When that content ends, everything reverts to how it was. Players can press a button to skip an interaction, which jumps straight to the end and brings the dimmed lights back up. Designers can set a viewing angle by placing a target point that faces the direction they want. When the interaction starts, the player moves smoothly from wherever they are to that angle, and when it ends they move back to where they were. Players never see the volumes, since they're just exploring the space. So each interaction has its own spotlight, pointing straight down at where the player can interact. The class checks the player's position and brightens that spotlight as they get closer, as a signal to come over and look. I built the class so it could take child classes, but the interactions were similar enough that we never made any. Designers could test interactions in the editor without a headset, using a separate editor pawn we made.

Designer workflowTap to open full size
Designer workflow
Made for Hothouse
Hothouse Point Cloud EnvironmentExplorable Museum Reconstruction