Festival VJ Previsual
This project involved designing and previsualizing a full festival stage environment with LED walls, using a combination of Vectorworks, Blender, Unreal Engine 5, Twinmotion, and Resolume Arena. The goal was to simulate and prototype a live VJ workflow, including content creation, LED wall mapping, and real-time integration between Unreal Engine and Resolume Arena.
Position Role
Previsual, VJ, Visual Designer
Software Used
Vectoworks, Blender, Twinmotion, Unreal Engine 5, Resolume Arena, NDI, OWL
PROJECT INFO
Year
05
2024
Live Project
Project Overview
The project began as an exploration into how LED wall stage environments are designed and visualized for live performance settings. Drawing inspiration from various festival stage designs, I selected a reference photo as a conceptual starting point for modeling an LED wall-based stage. I first modeled the stage in Vectorworks, using the LED Wall tool to define the structure. I then exported the stage model to Blender, where I performed UV mapping of the LED wall panels. This step was essential for allowing proper visualization and content playback in both Resolume Arena and Unreal Engine 5. After UV mapping, I transferred the model to Twinmotion to refine texturing, and then into Unreal Engine 5 for final visualization and real-time environment testing. With the stage environment fully built, I created video content in Resolume Arena and simulated a live VJ performance to Kendrick Lamar’s song HUMBLE. Although hardware limitations restricted me to a single column of content for the final test, the system demonstrated successful workflow integration. To push the project further, I established a computer networked connection between Resolume Arena and Unreal Engine 5 using NDI Tools and the OWL Live-Streaming Toolkit. This allowed real-time visual mixing and editing between the two platforms, enabling a hybrid previsualization environment combining Unreal Engine’s 3D capabilities with Resolume’s video mixing tools. This project not only expanded my technical skillset across multiple software platforms, but also deepened my understanding of how festival VJ workflows are designed and executed from stage modeling to live performance.
Role & Responsibilities
I was responsible for the entire process of stage modeling, UV mapping, texture setup, system integration, content creation, and live previsualization testing. I also designed the overall workflow to enable real-time interaction between Resolume Arena and Unreal Engine 5.
Workflow
The project began with visual research and concept development, where I gathered inspiration and selected a reference image for the stage design. I modeled the stage in Vectorworks and exported the FBX file into Blender for UV mapping of the LED wall panels. After refining textures in Twinmotion and Unreal Engine 5, I developed video content in Resolume Arena and simulated a live VJ session. I used NDI Tools and OWL Live-Streaming Toolkit to network Resolume Arena and Unreal Engine 5, enabling real-time visual mixing and testing the system in a previsualization workflow.






Festival VJ Previsual
This project involved designing and previsualizing a full festival stage environment with LED walls, using a combination of Vectorworks, Blender, Unreal Engine 5, Twinmotion, and Resolume Arena. The goal was to simulate and prototype a live VJ workflow, including content creation, LED wall mapping, and real-time integration between Unreal Engine and Resolume Arena.
Position Role
Previsual, VJ, Visual Designer
Software Used
Vectoworks, Blender, Twinmotion, Unreal Engine 5, Resolume Arena, NDI, OWL
PROJECT INFO
Year
05
2024
Live Project
Project Overview
The project began as an exploration into how LED wall stage environments are designed and visualized for live performance settings. Drawing inspiration from various festival stage designs, I selected a reference photo as a conceptual starting point for modeling an LED wall-based stage. I first modeled the stage in Vectorworks, using the LED Wall tool to define the structure. I then exported the stage model to Blender, where I performed UV mapping of the LED wall panels. This step was essential for allowing proper visualization and content playback in both Resolume Arena and Unreal Engine 5. After UV mapping, I transferred the model to Twinmotion to refine texturing, and then into Unreal Engine 5 for final visualization and real-time environment testing. With the stage environment fully built, I created video content in Resolume Arena and simulated a live VJ performance to Kendrick Lamar’s song HUMBLE. Although hardware limitations restricted me to a single column of content for the final test, the system demonstrated successful workflow integration. To push the project further, I established a computer networked connection between Resolume Arena and Unreal Engine 5 using NDI Tools and the OWL Live-Streaming Toolkit. This allowed real-time visual mixing and editing between the two platforms, enabling a hybrid previsualization environment combining Unreal Engine’s 3D capabilities with Resolume’s video mixing tools. This project not only expanded my technical skillset across multiple software platforms, but also deepened my understanding of how festival VJ workflows are designed and executed from stage modeling to live performance.
Role & Responsibilities
I was responsible for the entire process of stage modeling, UV mapping, texture setup, system integration, content creation, and live previsualization testing. I also designed the overall workflow to enable real-time interaction between Resolume Arena and Unreal Engine 5.
Workflow
The project began with visual research and concept development, where I gathered inspiration and selected a reference image for the stage design. I modeled the stage in Vectorworks and exported the FBX file into Blender for UV mapping of the LED wall panels. After refining textures in Twinmotion and Unreal Engine 5, I developed video content in Resolume Arena and simulated a live VJ session. I used NDI Tools and OWL Live-Streaming Toolkit to network Resolume Arena and Unreal Engine 5, enabling real-time visual mixing and testing the system in a previsualization workflow.





Festival VJ Previsual
This project involved designing and previsualizing a full festival stage environment with LED walls, using a combination of Vectorworks, Blender, Unreal Engine 5, Twinmotion, and Resolume Arena. The goal was to simulate and prototype a live VJ workflow, including content creation, LED wall mapping, and real-time integration between Unreal Engine and Resolume Arena.
Position Role
Previsual, VJ, Visual Designer
Software Used
Vectoworks, Blender, Twinmotion, Unreal Engine 5, Resolume Arena, NDI, OWL
PROJECT INFO
Year
05
2024
Live Project
Project Overview
The project began as an exploration into how LED wall stage environments are designed and visualized for live performance settings. Drawing inspiration from various festival stage designs, I selected a reference photo as a conceptual starting point for modeling an LED wall-based stage. I first modeled the stage in Vectorworks, using the LED Wall tool to define the structure. I then exported the stage model to Blender, where I performed UV mapping of the LED wall panels. This step was essential for allowing proper visualization and content playback in both Resolume Arena and Unreal Engine 5. After UV mapping, I transferred the model to Twinmotion to refine texturing, and then into Unreal Engine 5 for final visualization and real-time environment testing. With the stage environment fully built, I created video content in Resolume Arena and simulated a live VJ performance to Kendrick Lamar’s song HUMBLE. Although hardware limitations restricted me to a single column of content for the final test, the system demonstrated successful workflow integration. To push the project further, I established a computer networked connection between Resolume Arena and Unreal Engine 5 using NDI Tools and the OWL Live-Streaming Toolkit. This allowed real-time visual mixing and editing between the two platforms, enabling a hybrid previsualization environment combining Unreal Engine’s 3D capabilities with Resolume’s video mixing tools. This project not only expanded my technical skillset across multiple software platforms, but also deepened my understanding of how festival VJ workflows are designed and executed from stage modeling to live performance.
Role & Responsibilities
I was responsible for the entire process of stage modeling, UV mapping, texture setup, system integration, content creation, and live previsualization testing. I also designed the overall workflow to enable real-time interaction between Resolume Arena and Unreal Engine 5.
Workflow
The project began with visual research and concept development, where I gathered inspiration and selected a reference image for the stage design. I modeled the stage in Vectorworks and exported the FBX file into Blender for UV mapping of the LED wall panels. After refining textures in Twinmotion and Unreal Engine 5, I developed video content in Resolume Arena and simulated a live VJ session. I used NDI Tools and OWL Live-Streaming Toolkit to network Resolume Arena and Unreal Engine 5, enabling real-time visual mixing and testing the system in a previsualization workflow.




