Deathpixie Red Rocks VJ loop hero image

Deathpixie Red Rocks Content

Category

VJ Loops / Live Visuals

Client

Deathpixie

Year

2025

This project focused on creating VJ loop content for Deathpixie, designed to be presented on large stage screens as part of her Red Rocks shows in late 2025.

The work combined cinematic 3D scene design with live-performance motion graphics. I designed and built two Unreal Engine environments, then animated camera movement, lighting, atmosphere, and loopable motion inside each scene.

After the Unreal Engine stage, I brought the renders into After Effects to refine the loops, add additional animation, and sync the visual rhythm to the beat of the music. The goal was to create strong live visuals that could feel immersive, readable on stage, and aligned with the Deathpixie universe.

You can see the final VJ loops and process breakdown below

Role

VJ Loop Design · Unreal Scene Build · Camera Animation · Lighting · Beat-Synced Motion

Deliverables

2 Final VJ Loops · Unreal Scenes · Animated Camera Passes · After Effects Sync

Final VJ Loops

Two loopable live visuals built for large-format stage screens.

The final loops were created to work as high-impact stage visuals: bold enough to read from a distance, atmospheric enough to support the music, and clean enough to loop seamlessly during a live performance.

Each piece was designed as its own Unreal Engine scene, then refined in After Effects to strengthen the rhythm, pacing, and beat-synced visual energy.

Final VJ Loop 01 — Unreal Engine scene + After Effects beat sync.
Final VJ Loop 02 — Unreal Engine scene + After Effects beat sync.
Process

The pipeline moved from stage visual concept to Unreal Engine loop design and final beat-synced animation.

The project was handled as a compact live-visual pipeline: defining the visual direction, building two Unreal Engine scenes, animating camera and light movement, rendering loopable passes, then finishing the visuals in After Effects.

The main challenge was making the visuals feel cinematic while still working as VJ loops: readable, rhythmic, repeatable, and flexible enough for a live stage context.

01

Direction

Defined the visual mood, stage readability, and Deathpixie-aligned atmosphere.

02

Scene Build

Designed two Unreal Engine environments as the base for the VJ loops.

03

Animation

Animated camera movement, light changes, atmosphere, and loopable motion.

04

Beat Sync

Refined the loops in After Effects to match the pulse and rhythm of the music.

05

Output

Prepared polished VJ loop assets suitable for large-format stage screens.

01 — Unreal Engine Scene Design

Two Unreal Engine scenes were designed as the visual foundation of the live loops.

Each VJ loop started from a custom Unreal Engine scene. The environments were designed to support the mood of the music and the Deathpixie visual universe, with strong silhouettes, atmospheric depth, and stage-friendly contrast.

The scenes were built with loopability in mind from the beginning, so camera movement, lighting changes, and environmental motion could cycle without feeling like a hard reset.

Unreal Engine scene 01 — environment, lighting, and stage mood.
02 — Camera, Lights & Loop Motion

The scenes were animated with camera movement, lighting variation, and loopable stage motion.

After the environment builds were established, I animated camera paths, lighting behavior, and atmospheric motion to create movement that could support the music without distracting from it.

The motion design had to stay clean and readable on a large stage screen, while still giving the loops enough energy to feel alive during performance.

Camera Flow

Animated controlled camera movement to create cinematic motion while keeping the loop readable.

Lighting Rhythm

Used light movement and intensity shifts to give the visuals pulse and stage presence.

Loopability

Designed motion cycles so the visuals could repeat smoothly during a live show.

Stage Readability

Kept shapes, contrast, and movement clear for large screens and performance viewing distance.

03 — After Effects Beat Sync

The rendered loops were refined in After Effects to connect more directly with the music.

Once the Unreal Engine loops were rendered, I brought them into After Effects for the final motion pass. This stage was used to enhance timing, add extra animation, and sync the visual intensity to the beat.

The final pass helped push the loops from cinematic 3D renders into performance-ready VJ assets with stronger rhythm and musical impact.

After Effects pass — additional animation, timing refinement, and beat synchronization.
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