

What this project showcases
Real time 3D work delivered for a live, very important event
Experience with video mapping and large format projection, where every frame must hold up on a big canvas
Visuals designed to work alongside live music and a live audience
Delivering under a fixed event date, with no room for reruns
Technical art and pipeline thinking: building tools that make a whole team faster

A look inside the Unreal Engine 5.4 sequences that powered the live show. Every shot was built to run in real time and hold up on a large-scale projection surface.

Starship hero model placed in its Unreal Engine scene, with lighting and camera framing set up for projection.
STAR WARS Video mapping at PALCCO
Real time cinematic visuals for a live Star Wars orchestra performance. I created real time visuals for the May the 4th Star Wars orchestra event presented at PALCCO, projected onto the venue through large scale video mapping. The visuals were designed to complement the live music and immerse the audience in the Star Wars universe, with starships, space environments, and cinematic camera moves that filled the stage and the space around the orchestra. My role: Real time visual design, 3D scene setup, lighting, camera work, and rendering for projection. The template system: I built a reusable template system in Unreal Engine 5.4 for cameras and Sequencer setups. With it, I could drop in a starship, animate it, and have a fully working real time shot ready in minutes. Camera rig templates: Pre configured cinematic cameras ready to reuse across shots, keeping framing and movement consistent. Sequencer templates: Modular sequences where ships can be placed, animated, and timed without rebuilding each scene from scratch. Fully real time: Everything plays live inside Unreal Engine. Scalable workflow: Adding a new ship or scene became a quick, repeatable process instead of a manual setup every time. Pipeline & tools: Unreal Engine 5.4: scene building, lighting, cinematics, and real time rendering What I learned: Building for reuse: Designing templates taught me to think in systems, not one off shots, saving time and reducing errors. Real time flexibility: Working live in Sequencer let me iterate quickly and make last minute changes with confidence. Designing for the venue: Projection changes how contrast and color read, so I adapted lighting and composition to the space. Syncing visuals with music: Pacing camera moves and ship animations to a live orchestra sharpened my timing and storytelling. Reliability under pressure: A live event means no second chances, so I focused on stable, tested setups. Why it matters: This project shows I can take creative work from concept to a live audience, combining technical skill in real time engines with an eye for cinematic storytelling.
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