Yingjie Mu
WORKS
INDEX
ABOUT

An interactive cinematic experience translating invisible systems of power into six interconnected mechanical worlds
POLITICAL FACTORY
Concept · Visual Design · Interaction
2025-2026 /
Interactive Experience / Visual Narrative

WORLD 06: The Age of Dissipation
SYSTEM STATUS: ACTIVE
LOOP CONDITION: ONGOING
CURRENT MODULE: 06 / 06


WORLD 02: The Order of Teeth
SYSTEM STATUS: ACTIVE
LOOP CONDITION: ONGOING
CURRENT MODULE: 02 / 06


WORLD 05: The Eyes That Watch Back
SYSTEM STATUS: ACTIVE
LOOP CONDITION: ONGOING
CURRENT MODULE: 05 / 06


WORLD 03: The Empire of Echoes
SYSTEM STATUS: ACTIVE
LOOP CONDITION: ONGOING
CURRENT MODULE: 03 / 06


WORLD 01: The Steam Authority
SYSTEM STATUS: ACTIVE
LOOP CONDITION: ONGOING
CURRENT MODULE: 01 / 06
ENTER THE WORLD
POLITICAL FACTORY
POWER IS GENERATED RATHER THAN GRANTED
ACTIVATE SURFACE
SURFACE ROTATION ACTIVE: WORLD SELECTION IN PROGRESS
OPERATIONAL LOGIC: POWER

WORLD 05: The Garden of Forgotten Hands
SYSTEM STATUS: ACTIVE
LOOP CONDITION: ONGOING
CURRENT MODULE: 05 / 06
POLITICAL FACTORY
OPERATIONAL LOGIC: POWER
ENTER THE WORLD
POLITICAL FACTORY
POWER IS GENERATED RATHER THAN GRANTED
ACTIVATE SURFACE
SURFACE ROTATION ACTIVE: WORLD SELECTION IN PROGRESS
OPERATIONAL LOGIC: POWER
WEBSITE
& VIDEO
Political Factory is an interactive cinematic system that visualizes power as an invisible current moving through social machines. Across six mechanical worlds, the project translates power into motion, rhythm, sound, and spatial atmosphere.
Each world represents a different structure of power - from centralized authority and synchronized order to media influence, autonomous systems, prediction, and dissipation. Together, they form a closed loop where power is generated, maintained, destabilized, and reorganized. Through cinematic transitions and minimal interaction, the viewer moves between observer, participant, and trigger within an ongoing loop.
ABOUT
Blender / HTML / CSS / Figma / Premiere Pre / Ableton Live
TOOLS
Interactive Website
6 Cinematic Worlds
17 min Film with Sound
Exhibition Installation
OUTOUT
Concept Development
Visual & Motion Design
3D Art Direction
Narrative & Voice Direction
Web Experience Design
ROLE
Six distinct power systems, translated into six visual environments through one shared design language.
Six worlds form a continuous system rather than a linear narrative. Each transition shifts the structure of power, while the final world eventually returns to the first.
ONE SYSTEM, SIX WORLDS



Interactive Website
The six worlds do not represent one specific historical timeline. Instead, they form a speculative model of recurring social patterns across different places and periods.

Political Factory inspired by recurring patterns in social and technological development. From there, the project imagines social development as a recurring cycle: centralized authority gives way to collective coordination, information systems, automation, AI-driven prediction, and eventually decentralized self-organization. As structures dissolve, new centers of influence begin to emerge, and the cycle starts again.

World Design
Concept and Story



























01 / 04 →
01 / 06 →
01 / 04 →
01 / 05 →
01 / 04 →
01 / 04 →
WORLD 01 : THE STEAM AUTHORITY
Pressure → Centralized Control
WORLD 2: THE ORDER OF TEETH
Synchronization → Discipline
WORLD 3: THE EMPIRE OF ECHOES
Signal → Influence
WORLD 4: THE GARDEN OF FORGOTTEN HANDS
Automation → Self-Regulation
WORLD 5: THE EYES THAT WATCH BACK
Prediction → Surveillance
WORLD 6: THE AGE OF DISSIPATION
Fragmentation → Decentralization
Portals






The six worlds were translated into a browser-based cinematic interface. Rather than using complex controls, interaction is intentionally reduced to click, hover, and hold - allowing the viewer to trigger transitions without interrupting the cinematic rhythm.
Interaction Design / Front-End Development / Motion Integration

This development study focuses on how spatial structure, camera placement, lighting, and color were used to shape the atmosphere and viewing experience of World 05.

The same visual-development process was extended across six distinct environments.
01 / 04 →





Additional world development
Camera movement and animation and work together to control pacing, reveal the environment, and shift the viewer from observer to observed subject.
Camera movement and animation
A restrained palette of dark blue, yellow, and artificial screen light was developed to separate functional zones and give the environment a cold, predictive atmosphere before final rendering.


Color and rendering
01 / 04 →




The scene was organized around a centralized prediction device. Top and elevated views were used to test the relationship between the central device, surrounding structures, and viewer position before defining the final camera path.

Scene composition
This development study focuses on how spatial structure, camera placement, lighting, and color were used to shape the atmosphere and viewing experience of World 05.

Development
Exhibition




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