WaveXR: Live Sessions (Unreal)

Wave Session - Open Beta

Snapshot of our Stylized Performers

Snapshot of our Stylized Performers

Actor/Component Framework: Dynamic Performer Swapping so performers can easily change outfits or be swapped out completely.

Actor/Component Framework: Dynamic Prop Asset loading and attachment, so performers can easily swap out virtual objects like head gear or instruments at the press of a button or audio cue!

Actor/Component Framework: Dynamic Material Control for Audio Reactivity - optimized as one mesh & one material, with full control!

The organized & modular "Stylized Performer" material graph

The organized & modular "Stylized Performer" material graph

Animated VAT Crowd Effects with audio reactive 'vibe' glow!

Actor/Component Framework: Dynamic Material Parameter Collection for reactive Crowd Control.

The organized & modular "Stylized Attendee" (aka Crowd) material graph

The organized & modular "Stylized Attendee" (aka Crowd) material graph

Brian McKnight Jr

Brian McKnight Jr

LaTasha

LaTasha

LaTasha

LaTasha

Reid Speed

Reid Speed

Reid Speed

Reid Speed

Slender Bodies performance

Slender Bodies performance

Behind the scenes of WaveXR shows from 2024-2025 that I worked on - performer POVs and how they interact with the virtual attendees in the Metaverse!

As the Sr. Technical Artist, I developed the asset pipelines and tools that helped artists deliver visually stunning, optimized assets for real-time LIVE performances on desktop and mobile VR platforms.

Tech Art work included: 

- dynamic / modular materials for Desktop and Mobile VR (GLES3.1) 

- built BP actor / component frameworks for dynamic asset behaviors & load swapping
- built modular animation blueprints for motion captured performers
- dynamic crowd system (Vertex Animated Textures)
- synchronized VAT animated stage effects (floating fish & clapping hands) 

- fake dynamic lighting system for MobileVR (Component & Material based framework)
- VFX design and optimizations
- built editor tools for rapid asset integrations: procedural crowd layouts, rapid VAT baking, ISM consolidations, bulk asset renaming, etc
- tons of performance profiling to preserve as much content quality for mobile platform

Fun Fact: On top of being audio reactive, the crowd's dancing was also interactive: its animation and coloring changed as the audience got more 'hyped" - the more the audience as a group danced and moved around in VR, the more the crowd responded and moved and glowed as well. This was great visual feedback for the performer as they could see how the audience was responding to their music.

It was a team effort that included:
https://www.artstation.com/tashkeelshah
https://www.artstation.com/phishchiang
https://www.artstation.com/zacharythorpe
and many more who are not here on ArtStation.

Photos by: Wave Studio Staff