Interaction systems
Contributed to the Unreal Engine systems that connect audience interaction to the artwork’s evolving visual response.
Case study · Dominic Harris Studio
Interactive-system development and exhibition delivery for an Unreal Engine artwork.
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The brief
My contribution to Unseen centred on the systems behind the artwork: developing interactive behaviour, refining visual response and helping prepare the application for exhibition delivery. The work balanced the audience experience with the reliability required of a long-running installation.
Contribution
Contributed to the Unreal Engine systems that connect audience interaction to the artwork’s evolving visual response.
Refined the relationships between individual interactions and the wider visual composition, with an emphasis on consistency and clarity.
Supported runtime refinement, build testing and exhibition delivery across the formats used by the artwork.
System refinement
Refined the timing and sequencing of interactive state changes so that visual feedback felt more coherent and deliberate.
Improved how individual actions influence the surrounding composition, creating smoother transitions over extended interaction.
Tuned movement, depth, lighting and transitions to improve the artwork’s visual clarity while preserving its interactive character.
Reviewed builds against representative audience interactions and edge cases to identify visual issues before delivery.
Reliability & performance
Profiled runtime behaviour and reproduced intermittent issues through controlled interaction tests, turning subjective reports into actionable development work.
Improved runtime resource handling to reduce avoidable pauses and support smoother operation during visually demanding moments.
Contributed to targeted optimisation work across loading, animation and application configuration to protect responsiveness.
Ran extended stability tests and repeatable test passes, checking for visual stutter, recovery and dependable operation before release.
Approach
Trace the relationship between interaction, visual response and the environment where the artwork will run before changing behaviour.
Prioritise systems that affect visible interaction, smoothness and day-to-day operational reliability.
Test the build through realistic audience, longevity and delivery workflows—not only inside the editor.
Build, release & operational ownership
Alongside feature and performance work, I contributed to the practical work needed to get Unseen running reliably in the field: release preparation, installation guidance, issue diagnosis and validation.
What this demonstrates
This work brings together real-time application development, practical tooling, runtime considerations and deployment support—the overlap where interactive creative work has to function reliably beyond a development machine.