•• Update: this reward is available now as part of the Alienated II VJ pack ••
This month, you’re exposing your crowd to an artifact discovered deep within the Xeno realm—a relic revealed, scanned, and brought online.
Available On Patreon
XenoMech features nine VJ loops following the artifact’s awakening—revealing, scanning, and activating—so you can build a visual story.
Inside the Resolume project, you’ll find the loops arranged from calm to intense—trimmed, speed-ramped, and layered with blend modes (50 Add) and pulsing light flashes (Levels)—designed to elevate the energy and drive your set forward.
Superfan downloads are available in FHD (1080p) and 4K (2160p) until July 31st, 2025.
Mixing in Resolume
Here’s a quick overview showcasing the VJ loops and how they’re arranged on a deck—from calm to intense—trimmed, speed-ramped, and layered with blend modes (50 Add) and pulsing light flashes (Levels)—designed to elevate the energy and drive your set forward.
Creation Process
XenoMech was built entirely in Unreal Engine using modular marketplace assets, various lighting setups, and animated cameras.
I began by blocking out the scene and placing a camera for a master shot that would encompass the entire chamber. Then I introduced lights: point lights that would slowly reveal the mech with circular glows emerging from darkness, a stretched Rect light acting like a scanning beam, and softer Rect lights that reflected off the mech to create mysterious highlights.
Next, I animated the camera to move around the mech—giving the feeling of it being studied from all angles—while soft lights continued to subtly reveal its structure. For close-ups, I positioned a static camera and animated the lights to sweep across the mech, creating dynamic light movement around it.
To simulate the mech powering on, I added emissive lights coming from its eye sockets and animated its body shifting side to side in a frenzied motion.
Since I now had close-up shots with transparent backgrounds, I wanted to design a backdrop that would blend well with them. I repurposed the floor mesh from the scene, rotated it vertically into a wall, and created two background loops: one with light reveals emerging from darkness, and another with a seamless rotating motion.
Resolume Arena Project
With nine VJ loops—some full-scene, some close-up element shots—I began arranging them in the Resolume deck.
Using “50 Add” blend mode, I layered multiple master shot loops to create new looks. I trimmed and sped up some of the footage to fit faster BPMs. I added strobing light flashes using the Levels effect to intensify the vibe. For the close-up elements, I used the rotating wall loop as a dynamic background. I also duplicated, resized, and positioned elements around the screen to create compositions with multiple mech parts.
The deck flows from calm to intense—designed to help you ramp up the energy and drive your set forward.
Want to go Deeper?
If you’re curious how I build VJ loops using modular assets in Unreal, check out the Unreal Engine Workflow Guide I released. It’s a 16-video, 11-hour guide showing the full behind-the-scenes process for creating the XenoRoam VJ loops—from idea to export.
What's Next?
I went too deep into the xeno realm—and I haven’t found the way out yet.
Let me know if you have any feedback or insights via email at [email protected] or DM me on Patreon / Facebook / Instagram.
Join as a superfan to support the creation of more VJ loops and tutorials, and to keep adding fresh visuals to your performance to amaze your crowds.

