My contribution
For virtual artist Beemong’s Be Day Dreamer concert on March 21, 2026, I designed and implemented the Unity lighting system, optimized shaders and rendering, operated the team’s version-control environment, and handled motion-capture recording and live engineering.
DMX lighting and show control
I designed and implemented DMXLightSystem, integrating Art-Net with Unity Timeline. I created the master Timeline and configured the DMX designer settings for each song.
- Developed, deployed, and maintained an operation tool for lighting designers.
- Adjusted light output, reinforced spotlights, and tuned minimum follow-spot intensity.
- Configured volumetric beams and edited VLB settings.
Lighting across the set
Across seven songs—“Pado”, “하늘도주”, “버터플라이”, “Fly High”, “더, 더, 더”, “작은섬”, “나비춤”—I maintained the DMX system, configured indirect lighting, adjusted NiloRimlight, and optimized light output.
- Pado: modified containers and optimized orange lighting elements.
- 하늘도주: adjusted lighting size for the circular stage.
- Fly High: lighting design.
Screen playback and rendering
- Built the screen-video playback system using the Hap codec and wrote HapScreenShader.
- Adjusted URP Render Features, renderer settings, and build settings.
- Optimized scenes, shader variants, and SetPass calls.
- Resolved snow-shader variant issues, modified a tulip Shader Graph, and corrected a character wing-dissolve effect.
Team infrastructure and assets
- Provided a self-hosted GitLab CE server and operated the shared version-control environment.
- Designed shared assets and submodules; supported repository setup, submodule updates, and merges.
- Organized and optimized assets and libraries, including naming and folder conventions.
- Troubleshot missing assets, conflicting files, submodule synchronization, project startup, and package recovery.
Motion capture and live production
I operated motion-capture recording and supported the concert as a live engineer.