The Link
Interactive DMX Lighting and Generative Visuals for The Link
The Link at Pointe Orlando is a transformative 100-foot passageway designed to enhance connectivity and visual appeal. For this project, I developed a 3D DMX lighting visualization system in Unreal Engine and a generative visual form called "Bounce" using TouchDesigner.
I engineered a set of rules to automate lighting behavior, enabling seamless integration of sensor-based location detection and audio-responsive DMX lighting. By directly importing DMX lighting patches and addresses from the installed setup at the venue, we achieved a seamless mapping of physical and digital space. Leveraging Unreal Engine and TouchDesigner, I rapidly prototyped various visual concepts for the client.
Real-time location data from the Machine Vision System was sent to virtual characters in Unreal Engine, demonstrating dynamic changes in sound and lighting as people moved through the space. The client was highly satisfied, leading to new project opportunities.






Tools Used
Unreal Engine 4.26
TouchDesigner
Cinema 4D
OWL Live Streaming Toolkit
OSC
Developed Systems
DMX Light Fixture & Patch Generator
Modular Lighting Fixture Blueprint
Realistic Rendering / Optimization
Audio-Responsive DMX Lighting
Sensor-Based Location Detection
Generative Visuals (TouchDesigner)
Pre-Visualization
I developed a 3D previsualization system to confirm visual effects with clients using sensor systems and audio-responsive DMX lighting.
By importing DMX lighting patches and addresses from the actual venue, we mapped the physical and digital space seamlessly.
Real-time location data from the Machine Vision System was sent to virtual characters in Unreal Engine, showing how sound and lighting dynamically change as people walk through the space.
DMX Light Fixture & Patch Generator
I developed a tool that automatically creates hundreds of lighting fixture patches in the DMX Library and assigns different addresses and universes as specified in the DataTable.
The tool also creates and places DMX Lighting Fixture BP Actors in the Outliner, assigning each fixture's name, transform, and fixture patch in the DMX Component.
This significantly accelerated the 3D model and lighting import process, allowing my team to focus on creating more visual prototypes for the client within a limited time period.
