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My Project Portfolio

Yash Rana

Projects

Project 1: Nuit Blanche Fellowship

Project Overview

Poster of the Domus Nexus exhibition

As part of the Nuit Blanche Fellowship at Humber Polytechnic, I worked within an interdisciplinary team to develop an immersive public art installation presented during the Nuit Blanche event, which we named Domus Nexus. Domus Nexus explores the intimate relationship between private space and collective identity, examining how individual homes contribute to the fabric of a community.

LINK TO THE WEBSITE:

My Role & Process

I was one of six fellows collaborating on the project, making it both a multidisciplinary and multicultural team. We began by brainstorming ideas and exploring different concepts for the installation. Each fellow brought their own creative direction, and the project evolved through combining and refining these ideas. My personal contribution focused on designing and developing an interactive visual component using TouchDesigner and Unreal Engine. I prototyped interactive behaviours and tested visual responses, and I worked to ensure the system would operate reliably in a live, public installation environment. In addition to my component, I supported other parts of the installation process when needed, assisting with setup and physical installation to help bring the overall immersive experience together for the public.

Challenge & Approach

Working within a multidisciplinary team can often present coordination challenges, but in this case, the collaboration process was handled well by the supervisors and creative producer. Regular discussions, open feedback, and in-person communication helped us move from brainstorming ideas to building a clear direction for the installation. A personal challenge for me was developing my interactive component using TouchDesigner, a software I had not previously worked with. Within a limited timeframe, I needed to learn the tool while also designing a functioning interactive piece. My approach was to focus on achievable outcomes rather than overly ambitious ideas. By learning the software step by step and adjusting the scope of the project to fit the available time and technology, I was able to develop a working interactive visual component that fit within the overall installation.

Outcome

The final installation allowed visitors to engage with the space and the digital visuals in real time. The project strengthened my understanding of interactive public design and how accessibility and user experience influence how people interact with creative systems. Hundreds of visitors attended the exhibition on its opening day and subsequent days, leading to its extension to the DesignTo exhibition.

Below is a small demonstration of the Interactive project's working and behind-the-scenes

Project 2: Map the System

Project Overview

As a participant in the Map the System competition at Humber Polytechnic, I am researching:

The Transformation of the Entry-Level Career Ladder in Toronto’s Film, VFX, and Animation Industry"

This project examines how automation, AI-assisted workflows, and efficiency pressures are reshaping traditional entry-level career pathways in Toronto’s film, VFX, and animation ecosystem.

Iceberg model of the System

My Role & Process

My focus for the project has been on researching and outlining the evolution of entry-level career paths for the film, VFX, and animation industries in Toronto. This began by identifying the key players in the industry, which include studios, educational facilities, young artists, unions, and technology companies. Through research and observing the conversations being had in the industry, I began to identify the relationships between these groups and the impact technology is having on the entry-level industry landscape. The process involves developing visual system maps that illustrate how automation, AI-assisted workflows, and production efficiency pressures are influencing hiring patterns and skill expectations. I am also examining how traditional entry-level roles such as junior artists, runners, or assistants are evolving or being replaced by new technical expectations.

Challenge & Approach

One of the main challenges of the project has been narrowing the scope of a complex and rapidly evolving issue. Many overlapping factors, including technology, labour structures, education pipelines, and production economics, influence the film and animation industry. Early in the process, it became clear that the system needed to be examined from multiple perspectives rather than focusing on a single cause. To address this, I focused on identifying key leverage points within the system, particularly the relationship between emerging technologies, studio efficiency demands, and the traditional pathways used by new artists entering the industry. By mapping these relationships visually, I was able to organise the research into clearer patterns and identify areas where structural changes might be occurring.

Outcome / What It Shows

The project is helping me improve my systems thinking skills and research skills. Through the analysis of the relationships between technology, industry practices, and careers, I am acquiring a better understanding of the effects of structural changes on emerging professionals. More importantly, the project encourages a shift from simply identifying problems to understanding the broader system that produces them. This approach helps highlight potential areas where small changes in policy, education, or industry practices could improve access to opportunities for early-career creatives.

Project 3: Sapped - Capstone Project

Project Overview SAPPED was the capstone project for the Virtual Production Graduate Certificate programme at Humber Polytechnic, resulting in a short film created with an LED volume and in-camera visual effects (ICVFX). The student team was responsible for managing the entire virtual production process, including the LED volume, OptiTrack motion capture system, Unreal Engine environments, and the live blend of physical and digital elements. The experience was the result of a partnership with industry director Adrian Wallace.

Heres a link to the Short movies website!

My Role & Process

I was an engine operator during the production. My role was to operate the Unreal Engine environment that powered the LED volume during the shoot. I worked with the virtual production team to ensure that environments, lighting, and camera tracking were all working properly within the real-time system. This meant preparing scenes, testing assets, and monitoring the system to ensure that the digital environments worked properly with the live-action performance.

Challenge & Approach

One of the challenges with a virtual production is ensuring that the system is stable while many different technologies are working together at the same time. The camera tracking system, lighting system, motion capture system, and the Unreal Engine environment all have to be kept synchronised while filming is taking place. Even a minor technical issue can have an impact on the whole scene that is reflected on the LED wall. To ensure that I was successful with my task, I concentrated on making sure that the scenes were well prepared and tested within the Unreal Engine environment before production took place. I also made sure to keep close communication with the technical team.

Production stills of the alien that we integrated into our short movie

Outcome

The production successfully integrated a real-time animated alien character and digital environments with live-action footage using the LED volume. The experience strengthened my understanding of real-time production pipelines and the importance of coordination between technical and creative teams in virtual production.

Below is the trailer for the short movie "Sapped".

These projects reflect my interest in working at the intersection of creativity, technology, and collaborative problem-solving.

The link below leads to my Linktree, where you can find additional websites, channels, and more examples of my work.