Airmax Dynamic Land
Nike Airmax
To make their in-person AirMax Day celebration more accessible, Nike turned to ZeroSpace to produce a 12-hour livestream. The livestream featured internet-breaking crossovers with Twitch influencers, custom 3D interstitials based on Nike branding, and 3 interactive 3D games all playable by the Twitch chat. Using Unreal Engine, We deployed 3 chat controlled events that built engagement and interactivity into the livestream and showcased the branding in a fresh and playful way.



Project Breakdown
For this project, our team was tasked to create interactive elements during the 12 hour livestream of this Nike dynamic land event. I was specifically tasked with making the vfx for the 3 games that would intermittently pop up during livestream breaks. Following the theme of dynamic land and airmax we wanted these game to have themes of fluidity, flow and sleekness. Using, fluid ninja and houdini I created the main effects that was utilized in all of the 3 games.
All inputs and controls of these games were also received via twitch.tv’s live chat so it was especially imperative that throughout the development of these effects I worked closely with this project’s game programmer.
Game 1: Fog and Balls
Using fluid ninja to create the base fog field and wall, user will shoot balls and attempt to hit the little maxs and when user hits all 4 targets trigger a niagara based laser show.

Game 2:
The chat will drive which direction would forces be applied to our max ragdoll, as the ragdoll touches the blue and green deflated maxes, they would trigger a vellum sim alembic cache that inflates out of the scene.
I also sampled fluid ninja’s velocity field to create the dust trail particle effect



Game 3:
The final game is a 2 player pong type game where each side has 2 cannons and based on chat input a selected cannon will fire a ball into the water, the goal is to hit the main ball into the opposing sides goal. This effect was done using some lessons I learned from game 2’s custom velocity field, I added a buoyancy field in the z up axis to help give the “splash” illusion

