
The artist and bassist playing the interactive pickleball game live on stage.
On-site control and system testing during rehearsal.
For the intro of the song Breathe, I pitched an interactive pickleball mini-game to reflect the artist's hobby. We mapped the live MIDI signals to control the on-screen character, allowing the artist to play a live match and interact with the audience in real-time.
This interactive mini-game was developed in close collaboration with the show director, who provided valuable insights for the live execution. The final game was entirely programmed using Claude Code.
As the song transitions into the vocal performance, the live visuals shift into animations that seamlessly match the mini-game's aesthetic. These animated sequences were also fully developed using Claude Code.
While developing the games and animations with Claude, I also worked with AI to build custom tools for refining the pixel art, along with a dedicated interface that streamlined the adjustment of various visual and dynamic parameters.
For the song Bugtato, I created candy-themed 3D animations featuring rhythmic movements and simple visual effects synced to the music.
The jelly in the center takes the shape of the artist's logo. I set up an audio-driven animation using Blender's Geometry Nodes, allowing the music to directly dictate the jelly's rhythmic movements.

Material Setup & Logo Design: For the jelly logo, I created a specific shape that continuously maintains the logo pattern even during rotation.
For the highly layered and explosive track We, I designed dynamic lighting effects that flash perfectly in sync with the beat. This was achieved through a precise combination of manual keyframing and driver setups to match the song's intense energy.

Drawing inspiration from the song's music video, where the artist navigates concrete ruins, I adopted this imagery for the live visuals.
The seemingly solid yet constantly shifting architectural forms were designed to echo the core concept of the track.






The song 'Nerd Like Me' explores the feeling of being out of place in a nightclub. To capture the chaotic atmosphere of the club scene, I incorporated visual elements like reaching hands, flashing lights, shattered glass, and dancing shadows.

