Ismail Nasry

Application Developer

Software Developer

3D Modeler

Project Manager

Immagine di copertina per la vCard di Ismail Nasry
Ismail Nasry

Application Developer

Software Developer

3D Modeler

Project Manager

Dance Floor Inspired By Ready Player One

Dance Floor Inspired By Ready Player One

Concept & Objective

Design a dynamic dance floor made of individual tiles that emerge and rotate to the beat of the music, creating a modular and hypnotic visual experience. The avatar, sourced from Ready Player Me and animated with Mixamo, serves as a simple narrative element to showcase the true star: the tiled grid.

Graphic Description

  • Two 8×10 Modular Grids:
    The floor consists of 160 rectangular tiles arranged in a grid. Each tile features a concentric layered pattern—yellow center, red second ring, blue third ring, and magenta outer border—forming geometric shapes that transform with each cycle.

  • Neon & Interactive Lighting:
    The platform is outlined by blue rings placed at its edges, accentuating the perimeter of the dance floor. The high-contrast between the glowing tiles and the dark background makes the dynamic pattern clearly readable even from a distance.

  • Synchronized Movement:
    Tile animations trigger in waves, like sequences of robotic dance steps. Each tile rises vertically, rotates 90° around its center, and returns to a flat position, producing a striking “grid shift” effect.

  • Futuristic Aesthetic:
    The combination of bright colors and minimalist design evokes a cyberpunk atmosphere. Subtle reflections on the glossy tile surfaces lend a high-tech feel, while the clean layout and geometric repetition maintain an elegant graphic style.

Technical Analysis

Procedural Tile Rigging

  • Each tile is a bone in a shared armature; the rig controls appearance (scale) and rotation (X-axis) via drivers linked to the current frame.
  • NLA Tracks are used to create modular sequences—“spawn,” “spin,” and “hide”—which can be repeated without duplicating keyframes.

Global Synchronization

  • A single controller (Empty with driver) manages the entire system: it maps the timeline across an array of offsets, generating programmed delays between tiles.

Lighting & Rendering

  • Simple three-area-light setup: a frontal key light to define volumes, a fill light to soften shadows, and a rim light to highlight edges and motion.
  • Rendered in Eevee with motion blur enabled to emphasize movement continuity and keep render times low.

Avatar Integration

  • Ready Player Me avatar imported into Blender with Mixamo animation automatically retargeted.
  • The character provides scale and dynamism to the scene without requiring custom modeling or skinning.

Key Skills

  • Advanced procedural rigging with drivers and NLA for modular animations
  • Armature-based animation for multiple instanced objects
  • Timeline synchronization & offsets for programmed delay effects
  • Eevee lighting & motion blur for fast performance
  • Integration of external assets (Ready Player Me, Mixamo) into the Blender workflow

With audio