Introduction to Interactive New Media Content with Real-Time Unity by Seongeun Kim
Duration:9 hours 59 minutes
Actual Duration:18h 36m
Release date:2023
Publisher:Coloso
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Unity
Course URL:https://coloso.co.kr/products/3ddesign-kimseongeun
Move past flat deliverables and make work that reacts to its audience. New media artist Seongeun Kim β head of studio Scenes and a former Unity Masters expert β teaches the real-time Unity pipeline for interactive artworks: VFX Graph fundamentals, generative techniques from your own images, video and 3D, and sound/webcam interaction built with provided code modules, no coding experience required. Across 24 lectures / 9 hours 59 minutes you complete 7 example artworks and learn the full workflow from planning to on-site installation.
π― What you’ll learn
- Navigate the Unity VFX Graph: spawn, initialize, update and output blocks, contexts and node logic
- Shape particles with forces, sine waves, turbulence, noise, curves and Shader Graph linkage
- Build reusable looks: rippling particles and forward-moving block particles
- Turn logos, photos and paintings into generative point-cache artworks with sampling curves, gradients and filter nodes
- Animate particles from video and motion-graphics data with wave and transition effects
- Convert 3D models to point caches: UV color textures, morphing and partial effects; scan real spaces into point-cloud and hologram looks
- Make artworks react in real time to microphone/sound and webcam/movement input using sample code and plugins
β Requirements
- Skills: Basic 3D or graphic-design familiarity helps but is not required; no coding experience needed (sample code and plugins provided)
- Tools: Unity 2021.3.2f1, a microphone and webcam for the interactive chapters
- Hardware: PC capable of running Unity VFX Graph in real time, minimum 16GB RAM, dedicated GPU recommended
π Description
This is a single-pipeline class: every chapter feeds one real-time workflow. You start with the development structure behind interactive content and the two graphs that power it β VFX Graph for particle behavior and Shader Graph for surface response β learning each block family (spawn, initialize, update, output) as an instrument: where particles are born, how they take initial data, how they change per frame, and how they render as lit or unlit mesh and quad output.
The generative core turns your own sources into systems. Logos and photos become point caches driven by sampling curves and gradients; video and motion graphics become wave and transition fields; 3D models become morphing particle bodies with UV-driven color; real rooms captured with a scanning app become point-cloud and hologram spaces with noise, glow and firefly finishes. Each example ends with the conversion step β how the same system becomes an interactive piece.
The final block is interaction without code fear: provided modules map microphone/sound levels and webcam/movement data into live artwork parameters, and the course closes on the on-site concerns other tutorials skip β sensors, installation flow and the planning-to-delivery process of a working new media artist. Project scene files (9 types), PDF notes, 3D space and scissors-modeling data, image sources and character motion-graphics video are included.
Course is in English (level: beginner to intermediate, 24 lectures / 9h 59m, project files included). Card built from the manufacturer page via the Coloso dump pipeline.
π§βπ Who this course is for
- Creators who want to apply interactive content to media art and exhibitions
- Graphic designers and 3D artists who want to widen their skill spectrum with Unity
- New hires at new media studios who need production-ready interactive and generative skills fast
π§βπ« About the Author
Seongeun Kim (κΉμ±μ) is a new media artist running the studio Scenes, and a former member of Unity Masters, the Unity Korea certified expert group. Her commercial interactive and generative work includes Netflix, Laneige, The Hyundai and Zinus projects alongside collaborations with public exhibition venues, spanning data visualization, large-scale signage and real-time brand installations. She teaches the VFX and shader techniques she is known for in production, including the conference and webinar material previously shared through Unity Korea.
π Final Result
- Seven finished example artworks: image-based, video-based, 3D-based and spatial-data generative pieces plus sound-reactive and webcam-reactive interactive works
- A repeatable real-time Unity pipeline from artwork sourcing to interactive installation, including sensors and on-site workflow
π’ Guys, this is a Group Buy campaign, check the GBC forum thread to get access
You can find the course preview in the download section below.

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