The software process for TRANSIENT BLOOM was built to fuse traditional 3D design with real-time, data-driven interactivity. The workflow began in Cinema 4D, where sculptural and organic 3D assets were modeled and textured, forming the raw building blocks of the digital garden.
These elements were then imported into Unreal Engine, where the environment itself was constructed as an immersive, continuously transforming landscape. Unreal provided the rendering and interaction backbone, orchestrating how the world responds visually to both user input and live streams of external data.
To make this responsiveness possible, TouchDesigner was integrated as a central control system. Real-time API calls—pulling in live asset values, news feeds, weather data, and cultural signals—were piped into TouchDesigner, where they were parsed, processed, and overlaid as dynamic inputs. This allowed the Unreal environment to react immediately, with plant growth, seasonal shifts, and the changing states of statues directly linked to the flow of real-world events. TouchDesigner also managed interactivity and live data overlays, ensuring the viewer's experience was not just observational but participatory.
Together, this pipeline aims to create a new form of generative work: a perpetually evolving system where sculptural design, software engineering, and cultural attention converge in real time.
The software process for TRANSIENT BLOOM was built to fuse traditional 3D design with real-time, data-driven interactivity. The workflow began in Cinema 4D, where sculptural and organic 3D assets were modeled and textured, forming the raw building blocks of the digital garden.
These elements were then imported into Unreal Engine, where the environment itself was constructed as an immersive, continuously transforming landscape. Unreal provided the rendering and interaction backbone, orchestrating how the world responds visually to both user input and live streams of external data.
To make this responsiveness possible, TouchDesigner was integrated as a central control system. Real-time API calls—pulling in live asset values, news feeds, weather data, and cultural signals—were piped into TouchDesigner, where they were parsed, processed, and overlaid as dynamic inputs. This allowed the Unreal environment to react immediately, with plant growth, seasonal shifts, and the changing states of statues directly linked to the flow of real-world events. TouchDesigner also managed interactivity and live data overlays, ensuring the viewer's experience was not just observational but participatory.
Together, this pipeline aims to create a new form of generative work: a perpetually evolving system where sculptural design, software engineering, and cultural attention converge in real time.