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REN

Accumulated energy becomes edge — heat, pressure and motion condense into a sharp spatial presence.

2022 · Immersive real-time audiovisual work · Max/MSP Jitter → Unreal Engine

REN · 刃 · 2022 · Final Unreal Engine Version Open on YouTube ↗

REN develops an immersive field of dark space, heated surfaces and blade-like fragments. The work follows a state in which pressure and movement seem to acquire material form.

01

REN / 刃

The Chinese character refers to the cutting edge of a blade. In the work, the image of an edge becomes a way of thinking about energy reaching a material threshold.

Density, heat and pressure gather into forms that feel metallic, fragmented and sharply defined. Their presence suggests something compressed over time and released as a hard spatial condition.

Accumulated energy becomes edge.
02

Immersive Space

REN is experienced through proximity, scale and spatial depth. Blade-like forms appear suspended inside a dark environment, carrying a sense of heat and concentrated force.

The space remains tense and unstable. Light, surface and movement make the environment feel both atmospheric and materially sharp.

03

From Jitter to Unreal Engine

REN grew from an earlier real-time scene developed in Max/MSP Jitter. That version established the work's basic spatial language, motion and visual tension.

The project was later rebuilt in Unreal Engine. The shift expanded the idea into a deeper real-time 3D environment, giving the forms greater spatial presence and allowing the work to move toward a more immersive scale.

Early Max/MSP Jitter Version Open on YouTube ↗
04

System

The work developed across two real-time environments, carrying an earlier Max/MSP Jitter scene into an Unreal Engine-based spatial realization.

  • Early environmentMax/MSP · Jitter
  • Later environmentUnreal Engine · real-time 3D
  • FormImmersive real-time audiovisual work
  • Spatial languageBlade-like fragments · heated surfaces · darkness · depth
  • Year2022

Work Archive

Title
REN / 刃
Year
2022
Artist
Liu Hao / 刘昊
Form
Immersive real-time audiovisual work
Early system
Max/MSP · Jitter
Later system
Unreal Engine · real-time 3D environment
Core concern
Accumulated energy, edge, heat, pressure and spatial materiality
Early documentation
Max/MSP Jitter version ↗
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