Amon Tobin ISAM cube sculpture, projection-mapped live

Discipline — TouchDesigner

TouchDesigner

Live Performance · Installations · Projection Mapping V Squared Labs · GoldenLA · VR Playhouse · USC Real-Time Systems

The show runs live

TouchDesigner is where the real-time side of this body of work lives — the playback and interactive engine behind live audiovisual performance, projection-mapped architecture, and interactive installations, from a shape-shifting cube sculpture wrapping Amon Tobin inside his own record to a projection-mapped nightclub in West Hollywood.

The through-line: the imagery is never a rendered file played back — the show is running live, mapped to the room, and reacting to the people in it.

StudiosV Squared Labs · GoldenLA · VR Playhouse · Master of Shapes · Prophecy Productions
InstitutionsUSC School of Cinematic Arts · Kidspace Children's Museum · Getty PST ART
StagesMUTEK · Coachella · Sydney Opera House · Sónar
AlongsideHoudini · Unreal Engine · Projection Mapping

The practice includes

01

Amon Tobin ISAM 2.0

V-Squared Labs · Projection Mapping

A landmark in live audiovisual performance — a shape-shifting sculpture of stacked white cubes, projection-mapped in perfect sync with the music, wrapping the artist inside his own record.

It premiered at MUTEK in 2011 and scaled up into ISAM 2.0, touring to Coachella, the Sydney Opera House, and Sónar — built at V Squared Labs under creative director Vello Virkhaus.

ISAM cube sculpture mid-performance
ISAM cube sculpture mid-performance
ISAM projection-mapped content ISAM projection-mapped content ISAM projection-mapped content
02

Hooray Henry's Projection Mapping

Prophecy Productions · Technical Director | Lead Artist

An interactive projection mapped system for the nightclub Hooray Henry's, mixing pre-rendered, shot-original, and generative designed content.

Jordan was the principal designer of the projection mapping system, with TouchDesigner programming by Peter Sistrom and Jordan Halsey.

Hooray Henry's projection-mapped interior
Hooray Henry's projection-mapped interior
Generative content mapped across the club Generative content mapped across the club Generative content mapped across the club

"Wrapping the artist inside his own record."

03

Rhythms + Visions Live 2024

USC · Large-Scale Outdoor Projection

A one-night audio-visual experience at USC's Meldman Family Cinematic Arts Park (April 27, 2024) — live and pre-recorded music, dance, and large-scale projection mapping, produced by the John C. Hench Division with Professors Michael Patterson and Candace Reckinger.

Jordan built the TouchDesigner system behind the show.

04

The Mirror Room (Wired for Wonder)

USC · Kidspace Children's Museum · 2025

An immersive projection installation created for Wired for Wonder, the multisensory exhibition at Kidspace Children's Museum in Pasadena, presented in collaboration with Getty's PST ART: Art & Science Collide.

Made with Professors Michael Patterson and Candace Reckinger as part of USC's contribution to the exhibition.

05

Arcade Fire

GoldenLA · Tour Visuals

A run of tour visuals produced at GoldenLA — every look started from a technique rather than a filmed plate: slit-scan that smears motion into ribbons, slow animated color-field gradients, concentric space-ring geometry, and Houdini fluid and particle simulations.

The show ran live in TouchDesigner — abstract, non-literal imagery that reads from the back of the venue.

06

Casamigos

VR Playhouse · Interactive Installation

An Augmented Reality take-away system for Casamigos Tequila's annual Halloween party, in partnership with Sony Music. Working with Aki Yamashita, Jordan built a real-time interactive system — sign in with an email, have the experience, and the video is auto-emailed.

The playback and interactive system was built entirely in Derivative's TouchDesigner.

07

Botanical Dimensions

Master of Shapes · Immersive Experience

An immersive, interactive experience installed in a Los Angeles warehouse, where the team constructed a small real-world jungle environment from rented plants around a digital world built in Houdini and Unreal Engine.

Jordan handled level design, VFX, and look development.