PROJECTION X
Learn projection mapping.Develop content.Build your own workflows.
I'm Nicolas Bauer, a projection mapping artist from the southern Black Forest.


For almost five years I have been working intensively on projection mapping, visual content and the technical workflows behind them. A large part of my practical experience comes from more than 60 psytrance and techno events — right at the stage, under real conditions and with ever new challenges.
Over the years, this is how I developed my own style and my own workflows.
And that is exactly the knowledge I want to pass on with Projection X.
Why Projection X came about
When I started with projection mapping around 2019, there was no clear path for me.
- Which software do I need?
- How do I map a complex stage?
- How do I produce fitting content?
- How do I get a stage into 3D correctly?
- How do I combine different programs with each other?
- What do I need to know about projectors, lenses and the technical setup?
Many answers I had to work out for myself.
I learned tools, searched for tutorials, tried things out, discarded them and rebuilt them. Alongside my main job, I sometimes invested another four to five hours every day in mapping, content creation and new workflows.
Over time, individual programs turned into a complete pipeline.
The pipeline
Resolume
After Effects
Blender
MadMapper
SynesthesiaUnreal Engine
TouchDesigner
But above all, I learned how these tools work together and how they turn into a working workflow for real productions.
This is exactly where Projection X comes in.
No tutorial chaos. One path through the entire workflow.
I want to save you the time I had to invest myself to gather all this knowledge.
That is why you won't just find individual tutorials here.
Projection X is meant to show you how projection mapping works as a complete workflow — from getting started to complex productions.
Among other things, you will learn:
- Projection mapping and the practical use of mapping software
- Content creation for real stages
- 2D and 3D workflows
- Blender and 3D stage models
- Shaders and generative visuals
- TouchDesigner workflows
- Unreal Engine workflows
- Projectors, lenses and technical fundamentals
- LED walls and event technology
- Workflows for real productions and services
On top of that come my own tools, add-ons, plugins and software that I develop specifically for these applications.
Because for me, a good workflow doesn't mean working in the most complicated way possible.
It means understanding what you are doing — and then finding ways to do it faster and better.
From beginner to your own style
Alongside courses on individual programs, a complete beginner-to-expert projection mapping course is taking shape.
We start with the fundamentals and go step by step all the way to a complete 3D workflow:
Understand and measure a real stage.
Reconstruct the geometry.
Model the stage in 3D.
Develop content for it.
Build the virtual environment.
And finally bring everything back onto the real stage.
My goal is not for you to simply copy my workflow in the end.
You should understand why it works — and develop your own from it.
More than a course platform
In the long run, Projection X is not meant to be just a collection of video courses.
I want to build a projection mapping community where knowledge, workflows, tools and experience come together.
That is why, alongside the courses, I also provide my own plugins, add-ons, tools and software that grew out of my daily work.
Some of them even automate steps that you would normally have to learn laboriously and carry out by hand.
That is what it's all about for me:
Sharing knowledge. Simplifying workflows. Saving time. And realizing better projects together.
If you want to learn projection mapping, develop your existing workflow further or dive deeper into content creation and the technical possibilities behind it, you're in the right place at Projection X.
