Wisp vision Pro

Apple Vision Pro Experiance

Details

Wisp World is a beautifully crafted ornament for your desk, home to a tiny forest spirit. Feed your new friend and engage in thought-provoking and entertaining conversations to help the plants grow.


Specially designed to take advantage of visionOS’ unique capabilities, Wisp World sits alongside your other apps, allowing you to nurture and bond with it over time. It pairs satisfying and magical interactions with relaxing sounds, a visually stunning miniature world, and the rich lore from Liquid City’s mobile game, Overbeast.


Wisp World kicked off after I had left Liquid City, but I returned as a freelancer to lead the technical art. I worked on creating shaders, materials, and VFX, as well as developing the body, shaders, and states for the Wisp character. 

You can find Wisp on apple store here: WispWorld

Wisp World is a beautifully crafted ornament for your desk, home to a tiny forest spirit. Feed your new friend and engage in thought-provoking and entertaining conversations to help the plants grow.


Specially designed to take advantage of visionOS’ unique capabilities, Wisp World sits alongside your other apps, allowing you to nurture and bond with it over time. It pairs satisfying and magical interactions with relaxing sounds, a visually stunning miniature world, and the rich lore from Liquid City’s mobile game, Overbeast.


Wisp World kicked off after I had left Liquid City, but I returned as a freelancer to lead the technical art. I worked on creating shaders, materials, and VFX, as well as developing the body, shaders, and states for the Wisp character. 

You can find Wisp on apple store here: WispWorld

Wisp World is a beautifully crafted ornament for your desk, home to a tiny forest spirit. Feed your new friend and engage in thought-provoking and entertaining conversations to help the plants grow.


Specially designed to take advantage of visionOS’ unique capabilities, Wisp World sits alongside your other apps, allowing you to nurture and bond with it over time. It pairs satisfying and magical interactions with relaxing sounds, a visually stunning miniature world, and the rich lore from Liquid City’s mobile game, Overbeast.


Wisp World kicked off after I had left Liquid City, but I returned as a freelancer to lead the technical art. I worked on creating shaders, materials, and VFX, as well as developing the body, shaders, and states for the Wisp character. 

You can find Wisp on apple store here: WispWorld

Services

AI XR

Technical Art

Year

2023/24

Since this project was in development before the release of the Apple Vision Pro, much of my work focused on testing and discovering the device’s limitations. This included exploring what was possible in shader and animation work, how materials and light interacted best, what particle systems we could use, and creating workarounds for behaviors not yet available for development. The shader and VFX setups were massively restricted for Vision Pro development, so we had to figure out what we could do within major constraints and a three-month deadline. Many updates came to the tools throughout development, so adapting and updating our approach was critical.

Since this project was in development before the release of the Apple Vision Pro, much of my work focused on testing and discovering the device’s limitations. This included exploring what was possible in shader and animation work, how materials and light interacted best, what particle systems we could use, and creating workarounds for behaviors not yet available for development. The shader and VFX setups were massively restricted for Vision Pro development, so we had to figure out what we could do within major constraints and a three-month deadline. Many updates came to the tools throughout development, so adapting and updating our approach was critical.

Since this project was in development before the release of the Apple Vision Pro, much of my work focused on testing and discovering the device’s limitations. This included exploring what was possible in shader and animation work, how materials and light interacted best, what particle systems we could use, and creating workarounds for behaviors not yet available for development. The shader and VFX setups were massively restricted for Vision Pro development, so we had to figure out what we could do within major constraints and a three-month deadline. Many updates came to the tools throughout development, so adapting and updating our approach was critical.

A large portion of my work involved developing the look for the Wisp character itself, determining its materiality, and creating an easy and customizable system for facial expressions and animations such as blinking, talking, and looking around. We drew a lot of inspiration from the soft, ethereal shaders used in Pixar’s Soul.


Almost all the animation work was done within the shader, then driven by code animations as the state changed. It was incredibly rewarding to see this little character come to life. Creating the states and behaviours was my favourite aspect of this project and it even inspired my work on my spatial agent project, Vega.

A large portion of my work involved developing the look for the Wisp character itself, determining its materiality, and creating an easy and customizable system for facial expressions and animations such as blinking, talking, and looking around. We drew a lot of inspiration from the soft, ethereal shaders used in Pixar’s Soul.


Almost all the animation work was done within the shader, then driven by code animations as the state changed. It was incredibly rewarding to see this little character come to life. Creating the states and behaviours was my favourite aspect of this project and it even inspired my work on my spatial agent project, Vega.

A large portion of my work involved developing the look for the Wisp character itself, determining its materiality, and creating an easy and customizable system for facial expressions and animations such as blinking, talking, and looking around. We drew a lot of inspiration from the soft, ethereal shaders used in Pixar’s Soul.


Almost all the animation work was done within the shader, then driven by code animations as the state changed. It was incredibly rewarding to see this little character come to life. Creating the states and behaviours was my favourite aspect of this project and it even inspired my work on my spatial agent project, Vega.

Credits

Creative Direction

Keiichi Matsuda

Anna Mill

Jackson Deans

Creative Direction

Keiichi Matsuda

Anna Mill

Jackson Deans

Creative Direction

Keiichi Matsuda

Anna Mill

Jackson Deans

Motion Design + 3D Art

Salvi de sena

Motion Design + 3D Art

Salvi de sena

Motion Design + 3D Art

Salvi de sena

Technical direction

Jasper Stevens

Grigor Todorov

Technical direction

Jasper Stevens

Grigor Todorov

Technical direction

Jasper Stevens

Grigor Todorov