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Bio
Techno/Schranz DJ 📍Jakarta, ID @gitmh.id @hardbassbash @teknokrat.jkt
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Recent posts
_____________________
SYNAPSE [04.09.2026] //
// CAPTURED_MOMENTS
🖤
Thanks to:
@sector.loc //
@stanislausalden @adrielamadeus @gloryancn @fbrianly @gtrax.26 @mokalokamusic @jourdycox //
📸 @lensa.kyrl //
08 Sep 2026
I would like to express my deepest gratitude to my parents, my great-grandmother, the traditional leader of Dayak Bahau Umaaq Luhat Lung Keliaan, my ancestors, and the entire Dayak community, especially the Dayak Bahau people, for their invaluable support in the development of my thesis: a book on the history, culture, and philosophy of the mandau.
This journey has been challenging. Over the course of nine months, I encountered setbacks, including failing my initial thesis defense and having to extend my studies. However, through perseverance and dedication, I was able to overcome these obstacles and graduate on time.
This thesis marks the beginning of my lifelong commitment to preserving and promoting my Dayak side heritage. I will continue refining this book, engaging with historians, cultural experts, and indigenous communities to ensure the preservation of our culture through literature.
This is a lifetime project that I am committed to carrying forward. Thankyou.
02 Mar 2025
Selected moments from a Schranz and little bit Industrial touch sequence.
From @hardbassbash 2nd Anniv
@sector.loc @dragonhouse.id
15 May 2026
XYNAPSE HARDLOWEEN
WE HEARD WHAT YOU WANT.
NOW IT’S TIME TO TURN IT UP.
From hypnotic grooves to hard techno, schranz, hardstyle, rawstyle, hardcore, bochka and hard industrial — we’re bringing every shade of rave into one night.
This Halloween, we go harder.
FDC — IDR 75K.
ENTER THE CHAOS.
LOSE YOURSELF IN THE FREQUENCY.
20 Oct 2026
And so it begins.
HADAL Vol. 1: The Absolute Deepest
Friday,
23.10.16
A six-hour journey traversing through one of the deepest sections of electronic music, with six selectors that will provide you with the rhythm you need so that you will find comfort in the hadal zone.
@adrielamadeus
@aldooink
@michael.juan_
@rnggdnndty__
@tobias__031
@yoseyose__
FDC: 55k IDR (includes drink)
Start: 9PM
19 Oct 2026
PRIMAL RHYTHM [27.09.2025] //
AUDIOVISUAL_ARCHIVE \\
First time b2b with: @barra_303
Thanks to: @hardbassbash & @sonik_idn
17 Oct 2026
[10.10.2026] // OVERDRIVE
CAPTURED MOMENTS //
If you don’t like Schranz, let me convert you.
🖤
Thanks to: @oschie @apriliaskymusic @osvaldonugroho @pt.hardcoreindo @hellodadito
Inframe: @23ravebaddie @tiaraix @aruckermans @adrielamadeus @its_hrdg @yopicn @warengrld
Photographer: @lensa.kyrl
11 Oct 2026
Schranz + Trance = SCHRANCE.
Because honestly, why the fuck not? 🌀🔨
Catch his full Schrance set at OVERDRIVE by @gitmh.id @hardbassbash
10 October at @krapela.live
🎟 Tickets on Megatix, link in bio.
Melody meets violence. 💫
OVERDRIVE Vol. 2 ⚡ Where the melody meets the hard bass.
.
Big melodies. Fast BPM. Heavy kicks. Hands in the air until your legs give up.
.
Pure trance - Psytrance - Hard Trance - Neo Trance - Hard Bounce - Tech Trance - Schrance
06 Oct 2026
Displacement Maps (Audio-Reactive) PART 4
Preparing a robust live VJ setup requires balancing complex visual depth with real-time stability. Here is an inside look at my TouchDesigner pipeline designed for live stage environments.
1. Particle & Line Texture Displacement ⚡
Instead of relying on standard TOP displacement, the live camera feed is converted into point data and processed as particles. Height maps and texture displacement are calculated directly on GPU shaders, driving thousands of instances seamlessly while preserving spatial geometry.
2. Full Spectrum Audio Modulation 🎛️
Rather than isolating single frequencies, ~90% of the Audio Analysis CHOP spectrum is mapped across the network. Sub-bass drives depth scale and Z-axis explosion, mid-range controls noise turbulence and vector field intensity, while high-frequencies modulate pixel-point brightness and edge feedback parameters.
Key Technical Points:
When handling multi-layered particle instantiation alongside a live audio feed, optimizing the data path is crucial. By performing vertex displacement in the GPU shader and keeping the audio signal path clean within CHOPs, the system is able to maintain a very stable 60 FPS even under the intense demands of a live performance.
📁 Project Files & Breakdown:
The complete .toe project files, network architecture, and audio-reactive CHOP mapping setups are available for supporters on my Patreon.
🔗 Link in bio
💻Software: @touchdesigner
👤Performer/DJing: @michael.juan_
🎚️Audio Analysis 2.0: @skywalker._.visuals
#audioreactive #vj #djs #livevisuals #techno
08 Oct 2026
Displacement Maps (Audio-Reactive) PART 3
Preparing a robust live VJ setup requires balancing complex visual depth with real-time stability. Here is an inside look at my TouchDesigner pipeline designed for live stage environments.
1. Particle & Line Texture Displacement ⚡
Instead of relying on standard TOP displacement, the live camera feed is converted into point data and processed as particles. Height maps and texture displacement are calculated directly on GPU shaders, driving thousands of instances seamlessly while preserving spatial geometry.
2. Full Spectrum Audio Modulation 🎛️
Rather than isolating single frequencies, ~90% of the Audio Analysis CHOP spectrum is mapped across the network. Sub-bass drives depth scale and Z-axis explosion, mid-range controls noise turbulence and vector field intensity, while high-frequencies modulate pixel-point brightness and edge feedback parameters.
Key Technical Points:
When handling multi-layered particle instantiation alongside a live audio feed, optimizing the data path is crucial. By performing vertex displacement in the GPU shader and keeping the audio signal path clean within CHOPs, the system is able to maintain a very stable 60 FPS even under the intense demands of a live performance.
📁 Project Files & Breakdown:
The complete .toe project files, network architecture, and audio-reactive CHOP mapping setups are available for supporters on my Patreon.
🔗 Link in bio
💻Software: @touchdesigner
👤Performer/DJing: @michael.juan_
🎚️Audio Analysis 2.0: @skywalker._.visuals
#audioreactive #vj #djs #livevisuals techno
07 Oct 2026
Displacement Maps (Audio-Reactive) PART 2
Preparing a robust live VJ setup requires balancing complex visual depth with real-time stability. Here is an inside look at my TouchDesigner pipeline designed for live stage environments.
1. Particle & Line Texture Displacement ⚡
Instead of relying on standard TOP displacement, the live camera feed is converted into point data and processed as particles. Height maps and texture displacement are calculated directly on GPU shaders, driving thousands of instances seamlessly while preserving spatial geometry.
2. Full Spectrum Audio Modulation 🎛️
Rather than isolating single frequencies, ~90% of the Audio Analysis CHOP spectrum is mapped across the network. Sub-bass drives depth scale and Z-axis explosion, mid-range controls noise turbulence and vector field intensity, while high-frequencies modulate pixel-point brightness and edge feedback parameters.
Key Technical Points:
When handling multi-layered particle instantiation alongside a live audio feed, optimizing the data path is crucial. By performing vertex displacement in the GPU shader and keeping the audio signal path clean within CHOPs, the system is able to maintain a very stable 60 FPS even under the intense demands of a live performance.
📁 Project Files & Breakdown:
The complete .toe project files, network architecture, and audio-reactive CHOP mapping setups are available for supporters on my Patreon.
🔗 Link in bio
💻Software: @touchdesigner
👤Performer/DJing: @michael.juan_ @hardbassbash
🎚️Audio Analysis 2.0: @skywalker._.visuals
#audioreactive #vj #djs #livevisuals techno
06 Oct 2026
Displacement Maps (Audio-Reactive)
Preparing a robust live VJ setup requires balancing complex visual depth with real-time stability. Here is an inside look at my TouchDesigner pipeline designed for live stage environments.
1. Particle & Line Texture Displacement ⚡
Instead of relying on standard TOP displacement, the live camera feed is converted into point data and processed as particles. Height maps and texture displacement are calculated directly on GPU shaders, driving thousands of instances seamlessly while preserving spatial geometry.
2. Full Spectrum Audio Modulation 🎛️
Rather than isolating single frequencies, ~90% of the Audio Analysis CHOP spectrum is mapped across the network. Sub-bass drives depth scale and Z-axis explosion, mid-range controls noise turbulence and vector field intensity, while high-frequencies modulate pixel-point brightness and edge feedback parameters.
Key Technical Points:
When handling multi-layered particle instantiation alongside a live audio feed, optimizing the data path is crucial. By performing vertex displacement in the GPU shader and keeping the audio signal path clean within CHOPs, the system is able to maintain a very stable 60 FPS even under the intense demands of a live performance.
📁 Project Files & Breakdown:
The complete .toe project files, network architecture, and audio-reactive CHOP mapping setups are available for supporters on my Patreon.
🔗 Link in bio
💻Software: @touchdesigner
👤Performer/DJing: @michael.juan_ @hardbassbash
🎚️Audio Analysis 2.0: @skywalker._.visuals
#audioreactive #vj #djs #livevisuals #techno
05 Oct 2026
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