LURKER
A REALTIME AUDIOVISUAL PERFORMANCE
It's hairless cats and driverless cars!
LURKER is a 40-minute playground of real-time game engine visuals, joystick control, audio-reactive design, and pumping cinematic/electronic music mashed in one.
DIRECTOR / VISUAL ARTIST
MUSICIAN
SYSTEM / TECHNICAL DESIGN
AI ARTIST
SPECIAL THANKS
INA CHEN
SANTIAGO AMÉZQUITA
HYPER.DENSE
ERIC JOO
CALVIN SIN
DISKOKINA TEAM
SAM ROLFES
ANDY ROLFES
ARRAY
JEN SILLEN
PROJEKT BLANK TEAM
YDG TEAM
LURKER follows a hairless cat through the infrastructures of autonomy: driverless streets, sensor grids, and algorithmic “ghost lanes.”
Cats, icons of early internet culture and frequent subjects in computer vision tests, become our guide through a world built for machines. The journey ends in a two-minute strobe assembled from more than two thousand AI-generated cat images—a final jolt that closes the loop between meme, machine, and myth.
The work blends real-time game engine visuals, audio-reactive cues, and cinematic electronic music, with scene transitions that reference Metropolis, 2001: A Space Odyssey, Her, and Ex Machina.
BEHIND THE SCENES
I collaborated with Hyperdense Studio on show and systems control. With James Roha, we built a custom joystick workflow that lets me switch on the fly between spline-driven moves and cinematic camera presets—treating the set like a live game playthrough with constraints that preserve a cinema-quality look.
We also created an OSC pipeline that routes the music through TouchDesigner to drive Unreal’s audio-reactive elements: part of the scene maps to low/high frequency bands, while the rest I adjust live via MIDI controllers for a spontaneous, organic feel.
While the performance runs live in a real-time game engine, the finale is a two-minute, high-intensity strobe sequence created with Creative Technologist Eric Joo using various AI techniques. For one segment, Eric built a custom workflow that starts with a previz/camera pass in Unreal Engine, giving us a stable camera base to avoid heavy AI hallucination; he then refined style and continuity in ComfyUI.
Another segment uses 2,000+ Midjourney frames assembled into a simple, relentless strobe: the hairless cat slowly pushes toward camera and opens its mouth. Together, these parts deliver a deliberately jarring, high-impact ending.
Performance at Diskokina, July 2025, Los Angeles
Performance at Projekt, August 2024, Los Angeles
FLUX Festival, Nov 2024, Los Angeles
YDG, Dec 2024, Los Angeles
LURKER
A REALTIME AUDIOVISUAL PERFORMANCE
DIRECTOR / VISUAL ARTIST
MUSICIAN
SYSTEM / TECHNICAL DESIGN
AI ARTIST
SPECIAL THANKS
INA CHEN
SANTIAGO AMÉZQUITA
HYPER.DENSE
ERIC JOO
CALVIN SIN
DISKOKINA TEAM
SAM ROLFES
ANDY ROLFES
ARRAY
JEN SILLEN
PROJEKT BLANK TEAM
YDG TEAM
It's hairless cats and driverless cars!
LURKER is a 40-minute playground of real-time game engine visuals, joystick control, audio-reactive design, and pumping cinematic/electronic music mashed in one.
LURKER follows a hairless cat through the infrastructures of autonomy: driverless streets, sensor grids, and algorithmic “ghost lanes.”
Cats, icons of early internet culture and frequent subjects in computer vision tests, become our guide through a world built for machines. The journey ends in a two-minute strobe assembled from more than two thousand AI-generated cat images—a final jolt that closes the loop between meme, machine, and myth.
The work blends real-time game engine visuals, audio-reactive cues, and cinematic electronic music, with scene transitions that reference Metropolis, 2001: A Space Odyssey, Her, and Ex Machina.
BEHIND THE SCENES
I collaborated with Hyperdense Studio on show and systems control. With James Roha, we built a custom joystick workflow that lets me switch on the fly between spline-driven moves and cinematic camera presets—treating the set like a live game playthrough with constraints that preserve a cinema-quality look.
We also created an OSC pipeline that routes the music through TouchDesigner to drive Unreal’s audio-reactive elements: part of the scene maps to low/high frequency bands, while the rest I adjust live via MIDI controllers for a spontaneous, organic feel.
While the performance runs live in a real-time game engine, the finale is a two-minute, high-intensity strobe sequence created with Creative Technologist Eric Joo using various AI techniques. For one segment, Eric built a custom workflow that starts with a previz/camera pass in Unreal Engine, giving us a stable camera base to avoid heavy AI hallucination; he then refined style and continuity in ComfyUI.
Another segment uses 2,000+ Midjourney frames assembled into a simple, relentless strobe: the hairless cat slowly pushes toward camera and opens its mouth. Together, these parts deliver a deliberately jarring, high-impact ending.
Performance at Diskokina, July 2025, Los Angeles
Performance at Projekt, August 2024, Los Angeles
FLUX Festival, Nov 2024, Los Angeles
YDG, Dec 2024, Los Angeles