Gentle Monster Mock Campaign

Collab Project • Spring 2026

Week 01
Finding Our Direction
Jan 5 - Jan 11, 2026
Completed

First week hit different. We're working with mentors from Harbor Pictures, ETC, and Cat, actual industry heavyweights, so the pressure was on from day one. During our initial brainstorm, I pitched this idea I'd been sitting on: what if we combined Gentle Monster's insane eyewear design with smart glasses? Turns out Google actually announced the collaboration with Gentle Monster, which made it feel even more real. The team got immediately hyped. Something about merging that avant-garde aesthetic with AI vision tech just clicked for everyone. We spent the rest of class hammering out the visual direction and figuring out how we're actually going to pull this off.

One of the biggest wins this week was how quickly we aligned on workflow. Anna's handling project coordination, Bua's storyboards are giving us the narrative spine, Robyn and Sheng are diving into the technical pipeline. My role became this hybrid of concept development and art direction, gathering mood boards and pulling everyone's material together and translating it into the presentation deck.

The schedule and shot list we mapped out became our shared roadmap through week 10. Breaking down timeline and shot requirements early means everyone understands scope and dependencies. It's not the sexy part of pre-production, but it's what keeps five people moving in the same direction without constant check-ins.

Here's the thing about Gentle Monster—they don't make eyewear, they make wearable sculpture. Bold, architectural, unapologetic. We need that same energy for smart glasses, but we can't just make a tech demo showing off features. The concept we're chasing is AI vision as a "third eye": revealing hidden layers of reality, bridging Eastern philosophy with technology.

Assembling the pitch deck became this exercise in visual storytelling. How do we communicate that elevated realism? Grounded enough that mentors believe we can execute, stylized enough to keep that avant-garde edge. Every image placement, every transition builds toward selling that narrative. The team's collective research made this possible.

  • Concept pitch and project alignment
  • Mood boards: environments, lighting, color, camera language
  • Production schedule and shot list breakdown
  • Reference shoot for Shot 2 and Shot 6
  • Complete pitch deck assembly
  • Team workflow and tool ecosystem setup
Week 02
The Pivot - Team Feedback Reshapes Everything
Jan 12 - Jan 18, 2026
Completed

Three minutes to sell our concept to mentors from Harbor and ETC. I handled the idea presentation, art direction, and walked through the color mood boards. The energy in the room was solid—our Gentle Monster x Gemini concept landed well, but the feedback session completely reshaped our visual approach.

The mentors kept circling back to K-pop visual language, rapid cuts, choreographed movement that highlights face and glasses, surreal elements like Gentle Monster's retail installations. Kyle suggested referencing Stray Kids and BTS music videos for pacing.

Lighting feedback was unanimous: hard, graphic stage lighting with strong shadows. Try iridescent materials, mylar, lens effects, anything that makes the glasses feel like they're revealing hidden layers of reality. Jaymin mentioned heavy grain in comp could help blend XR stage work with CG elements.

Material guidance: Iridescent surfaces, mylar, lens effects, anything that makes the glasses feel like they're revealing hidden layers of reality.

XR Stage Booking Locked:

  • Load Test: January 28th, 8am-5pm
  • Shoot Day: February 5th, 8am-5pm

Four weeks to get everything production-ready. Our clock is running.

Set up the Perforce repository and Unreal Engine 5 project structure. Color pipeline needed to be bulletproof from day one, configured ACES workflow and implemented OpenColorIO for consistency across CG renders, XR stage output, and final comp.

Start building our material library. The PBR and tri-planar master materials give us flexibility for quick iteration. With only four weeks to load test, we need shader systems that let us swap materials without breaking the lighting setup.

Scout with Prof. Prada about holographic shader approach. His guidance: use Additive blend mode for emissive color, fresnel to control perception at glancing angles, complement with scanline effect using 128x128 rectangle mask driven by panner node. Two multiplier nodes, one for intensity, one for color control.

Researching shimmer materials: iridescent finishes, sheen, pearlescence: The Difference Between Luminescent, Pearlescent, and Iridescent Paint ︎︎︎

Primary material targets: Iridescent finishes and Sheen materials to bridge that atmospheric, high-fashion tech aesthetic. The monochromatic palette actually makes material complexity more critical, we need variation in reflection, refraction, and surface quality to keep visual interest.

Pipeline Exploration:

Also exploring Gaussian splat to LiDAR PointCloud conversion using Apple's ml-sharp︎︎︎︎︎︎ https://github.com/apple/ml-sharp Converting 2D images to volumetric point clouds in UE5.

With more experimental images:

  • Pitch presentation (Idea, Art Direction, Color Mood Boards)
  • Perforce workspace configuration & version control setup
  • UE5 project structure with ACES/OCIO color pipeline
  • PBR/Tri-planar master material systems
  • XR stage booking meeting with Team (Load Test 1/28, Shoot 2/5)
  • Futuristic city asset optimization with Bua
  • Initial Gentle Monster store element concepts
Week 03
Look Dev In Unreal Engine
Jan 19 - Jan 25, 2026
Completed

Key Focus Areas:

  • Concept for one more environment
  • Gentle Monster retail installation element
  • model and set dress for salt flats
  • Refine Spinning Museum
  • Iridescent & Sheen material test suite

Feedbacks
  • Lean more abstract
  • futuristic city not fit in the vibe  
  • AI insects are interesting

SaltFlats Scene
Reference: 

WIP: 



Working progress, still need more details:
`fog cards
`ambience


AI concept: AI Lab


Stage concept for conneting virtual and onset production: cable, chain, platform...Bua is working for this environment for now!

Set Dressing: Kinetic Museum



Video: LookDev with Camera Movement

RenderStream Setup:

Version RS2.0-UE5.5_ece3f64

- Select each Cine Camera attached to the Camera_Root and name them:
  • 0_Outer_Cam
  • 1_Inner_Cam
  • 2_AR
- On each camera, click the “+ Add” button to add a component and search for RenderStreamChannelDefinition and add it to each camera.
- On the 2_AR camera, select the newly added RenderStreamChannelDefinition component, then set Default Visibility to Hidden. Then under general show flags, uncheck Atmosphere and Fog.

Turntable for Glasses

  • One more environment concept - AI Lab
  • Refine Kinetic Gallery, add Gentle Monster star and stage into virtual enviroment
  • Help with Week 4 Previs
  • Refine glasses material, rendered out turntable
  • Setup RenderStream plugin and cameras for load test
  • Add camera movement to Kinetic Gallery for Previs
  • Set dress SaltFlat Level
  • Lean more moody lighting

  • Avoid over light

Material Optimization

  • Change some  PBR materials into Tri-Planar material (more flexible).

  • Fix missing materials

Scene Cleanup

  • Delete CineCameraActor in Levels (clean up previs cameras)

  • Ensure SKM_Quinn hidden in game

  • Delete PlayerStart

  • Change Geometry Brush Actors to Static Mesh

  • Delete Post-Process Volume in sub-levels, create Master PPV.


Lighting & Rendering Setup

Level Management

  • Setup Master Level

  • Align Pivot Point to (0,0,0)

Camera & Exposure Settings

  • Exposure setting - change Mode to Manual

  • Change the Vignette Intensity to 0.0

Shadow & Rendering


Enviroment Optimization - FPS 95+



Note:
  • Level_Lab applied 90 degree rotation due to root camera position
  • Roughness max 1.7 
  • Fix reflection artifects by set Final Gather Quality 4

Onset Gallery




Credit: Bua for set dressing & lighting; Sheng for Spider Animation


Week 4 Deliverables
  • Enviroments optimization before load test ( FPS 95+)
  • On-set Adjustment (Color Grading, Lighting, Material Optimization, Console Commands)
  • Scene clean up
  • Figure out Ninate issue on facet
  • Fix VSM Warning
  • Level Management
  • Post Porcess Volume setup & Console Commands for rendering
  • FBX Camera export test

1. Disable Perforce - Have persist failed issue on load test

  • Edit → Project Settings → Source Control   Provider to "None"
  • Edit → Plugin →Perforce Disable
  • Delete: Saved/Config/WindowsEditor/SourceControlSettings.ini
  • Delete:Saved/SourceControl/
2. Migrate updated maps to XR version
3. Changed some materials to material instances.

Take Recorder:
Recording camera data while shooting.


Technical Challenges:

Level Sequencer failed to execute when simultaneously recording camera tracking data

Failed Attempts:
1. Blueprint trgger box, overlap event - not working in editor mode
2. Blueprint trgger box, event tick (actor overlap)  with boolean logic and do once - not work
3. Adjusted Take Recorder and Multi-User settings - not work
4. Tried to hit record button before play animation sequence - not work


Final Solution:
1. Pivoted to per-level streaming strategy and removed bug's positional keyframes
2. Slowed down animation speed for more realistic feel.

Color Pipeline Challenges


Color accuracy on set involves multiple factors:
1. Lighting cards on LED Wall
2. Physical lighting on set
3. RED Raptor sensor response & color science settings
4. Color transfer chain ( Unreal Engine - RenderStream - Disguise - LED Wall )

It looked blue-purple -ish at first time, by setting some parameters to get neutral color

BTS Gallery


Massive shoutout to our incredible team: Anna, Bua, Sheng and Robyn, couldn't have done this without you.
Huge thanks to our model Violetta for bringing the vision to life, and Shannon for the killer makeup work.
Ben, Julian and Deja, thank you for jumping in on camera support when we needed it most.
And special thanks to Conner for the clutch troubleshooting and Aaron for helping us over remote calls.

Couldn't have made this happen without every single one of you.


Week 5 Deliverables
  • Enviroments optimization before shoot ( FPS 90+)
  • On-set Adjustment (Color Grading, Lighting, Material Optimization, Console Commands)
  • BTS footage
  • Recording Camera data via Take Recorder
  • Footage meeting with team

A critical inflection point in the project. With XR stage footage locked and the team's full asset library in hand, this week shifted focus from building to refining, implementing mentor notes, resolving continuity across shots and making a strategic creative decision that sharpened our final direction.

After reviewing our timeline and production capacity, our team reached adecision: drop the Gemini AI integration and focus entirely on Gentle Monster.

  • CG renders for comp with AOV pass settings
  • Refine materials for CG glasses
  • Color-corrected continuity quilt across all shots
  •  End shot render based on Sheng's animation

Developed the motion graphic concept for the glasses reveal sequence. References pulled from HUD design, AR interface conventions, and fashion tech campaigns, the goal was something that reads as intelligent and observational without feeling like a generic tech overlay. The graphic elements needed to feel native to the Gentle Monster aesthetic: precise, slightly surreal, typographically confident.



With less than two weeks to final delivery, attempting to serve two brand identities at full quality would have diluted both. We decided fucus on CG and refine refine renders as good as we can.

Assembled a full shot continuity quilt after applying color corrections across all sequences. 

Rendered an additional CG version of the end shot based on Sheng's animation, serving as a continuation of the closing sequence. 


Details starting to lock in. This week focuses on refinement and consistency—making sure all shots maintain the same visual quality and that our technical decisions are holding up under iteration.

  • Look Develepment for CG renders
  • Animation integration
  • Color grading tests
  • Sound design tests




Almost there—final polish beginning. This is the week where we shift from building to refining. Every frame gets scrutinized, every detail matters. 

  • Look development for CG Render
  • Detail enhancement
  • Help with color grading
  • Timing and pacing adjustments

Updated new CG renders:


Final push before mentors visit for review. This is it—the last week to address any remaining issues, polish every frame to perfection, and prepare for the final presentation. Everything we've built over the semester comes down to this.

  • Render with depth passes and motion blur on
  • Mentor feedback integration
  • Final 4K exports and deliverables

Set up camera and lighting for spider movement, Rigging and animation by Sheng



Class wrap and final delivery. Time to present everything we've built over the semeste: hi-res stills, final animations, and the story of how we got here.