2. GUMGUM STUDIO Collection
Role & Overview
I joined GUMGUM Studio in May 2025, participating in the design, installation, and operation of lighting installations. I built a complete pre-visualization system for clients including OpenAI, Nowadays, QNCC, and Xanadu and so on.
Game engine prototype:
Installation & Live Operation:
Installation & Live Operation:
What the System Does
The system uses OSC and DMX to bridge signals between TouchDesigner and Unreal Engine, allowing clients to preview lighting designs before physical installation. It supports multiple fixture types:
- Light Tube
- LED Bar
- Bee Eye
- Wild Wash
- LED Screen
- LED Strip
- Orbit Light (GUMGUM custom fixture)
Fixture blueprints are either sourced from Fab or built by me using Blueprint/C++.
Pipeline
- Build the basic truss and lighting structure in Vectorworks
- Import into Unreal Engine
- Set each fixture's universe, attributes, and functions
- Use TouchDesigner to send DMX values to control everything
- Define fixtures — Set the number of each fixture and total count using LinePOP/PointPOP. Arrange them to match the Unreal layout. Set attribute names and their properties.
- Design color/intensity patterns — Create visual patterns and apply them through LookupTexPOP.
- Design movement patterns — Build CHOP patterns for Pan/Tilt control (for fixtures that support it, e.g. Bee Eye, LED Bar). Apply through LookupChanPOP.
- Configure DMX output — Set each attribute's type and source (e.g. point+attribute / primitive+constant). Assign universe and fixture info to dmxFixture. Register the dmxFixture to the dmxOutPOP outside the COMP.
Unreal Engine Setup (per fixture)
- Set the number of lights per fixture in Fixture Matrix Config
- Add Red, Green, Blue as Cell Attributes
- Add Pan and Tilt as Function attributes
- Assign each fixture to the correct universe and patch in Fixture Patch