Levels Entertainment Community Event – February 2025

Overview


This page showcases commissioned audio-reactive artworks created for live performance environments.


Across these projects, I explored both event-driven and signal-driven approaches to audio-reactive media. One visualization builds upon a custom audio analysis framework developed during my Master's research and later adapted for commissioned artwork and DMX-controlled lighting systems, enabling the detection of musically significant events such as build-ups, transitions, tension and release, and bass drops. The remaining works employ more traditional techniques, mapping frequency and amplitude data from live audio streams directly to visual effects.


Together, these projects demonstrate technical art skills in audio analysis, shader programming, visual effects authoring, creative tool development, and real-time interactive media.

WARNING: SAMPLE VIDEOS CONTAIN FLASHING IMAGES

Turbo Commissioned Artwork


The client requested that their logo be transformed into an audio-reactive visualizer for use in live performance environments. The project utilizes a custom audio analysis framework developed during my Master's research, enabling visuals to respond to higher-level musical events and transitions in real time.


Process:


  1. Asset Preparation – Converted the client's logo into a 3D asset for real-time rendering in Unity using an automated raster-to-vector workflow in ComfyUI and Autodesk Maya.
  2. Audio Analysis – Utilized a custom MaxMSP framework capable of identifying higher-level musical characteristics by analyzing multiple audio descriptors over extended time windows.
  3. Data Integration – Developed a communication pipeline between MaxMSP and Unity via OSC, allowing audio descriptors and detected musical events to drive visual systems in real time.
  4. Visualization – Developed custom shaders, particle effects, and animation systems in Unity HDRP that transform incoming analysis data into synchronized visual behaviors and transitions.


Software used: Autodesk Maya, ComfyUI, MaxMSP (Digital Orchestra Toolbox, Zsa.Descriptors), Unity HDRP (Shader Graph, VFX Graph, extOSC)

Akuna Commissioned Artwork


The client requested that their logo be transformed into a cold, ice-themed audio-reactive visualizer for use in live performance environments. The visualizer listens to live audio input and renders in real time, with bass frequencies driving the appearance of cracks propagating across the frozen surface.


Process:


  1. Asset Preparation – Converted the client's logo into a 3D asset for real-time rendering in Unity using an automated raster-to-vector workflow in ComfyUI and Autodesk Maya.
  2. Shader Programming – Authored an ice shader using parallax mapping and noise-blended normals, allowing bass frequencies to dynamically spread visible cracks across a material's surface.
  3. Tool Development – Developed a tool capable of distributing lights evenly within arbitrary polygonal shapes and programmatically stepping through them, offsetting brightness modifiers to create animated lighting sequences.
  4. Audio Integration – Utilized LASP (Low-Latency Audio Signal Processing) within Unity to extract frequency and amplitude data from live audio streams. Bass frequencies drive material cracking, particle behavior, and camera shake, while higher frequencies control the brightness and animation speed of the distributed lighting system.


Software used: Autodesk Maya, ComfyUI, Unity URP (Shader Graph, VFX Graph, LASP)

Lava – Commissioned Artwork


The client requested that their static logo be transformed into a fiery, lava-themed audio-reactive visualizer for use in live performance environments. The visualizer listens to live audio input and renders in real time, with different frequency ranges driving the behavior of materials, particles, and camera effects.


Process:


  1. Asset Preparation – Converted the client's logo into a 3D asset for real-time rendering in Unity using an automated raster-to-vector workflow in ComfyUI and Autodesk Maya.
  2. Shader Programming – Authored a custom lava shader that manipulates UV coordinates using Voronoi distortion to create a warped, flowing molten surface.
  3. Audio Integration – Utilized LASP within Unity to extract frequency and amplitude data from live audio streams. Bass frequencies drive mesh scaling, particle behavior, and camera shake, while higher frequencies control material highlights and particle brightness.
  4. Post-Processing – Applied depth of field and HDR bloom to enhance perceived heat, glow, and visual focus.


Software used: Autodesk Maya, ComfyUI, Unity URP (Shader Graph, VFX Graph, LASP)