Stage 3: EXPAND + MASTER PLAN
| Component | Part | Unit Cost (500 qty) | Unit Cost (3000 qty) | |-----------|------|--------------------:|---------------------:| | Depth camera | Orbbec Femto Bolt | $380 | $340 | | Compute module | Jetson Orin Nano Super | $225 | $200 | | Storage | Samsung PM9A3 512GB NVMe | $42 | $35 | | Wide camera | Sony IMX577 4K module | $18 | $14 | | Tight camera | Sony IMX577 4K module | $18 | $14 | | Mic array | 3x MEMS mic + ADC board | $12 | $9 | | Speakers | 2x 3W full-range drivers | $8 | $6 | | WiFi/BT module | Int
Full Public Reader
# Stage 3: EXPAND + MASTER PLAN
## LUME — Computational Choreography Device
---
3a. RISK AUDIT
### R1: Unity on Jetson Orin Nano Performance [CRITICAL]
- Failure scenario: Unity URP + compute shaders + VFX Graph + video recording exceeds Jetson's 25W GPU budget. Frame rate drops below 30fps, making the experience unusable.
- Probability: MEDIUM-HIGH (40
- Impact: CRITICAL. The entire product is the visual experience. If it stutters, there is no product.
- Mitigation: (a) Build a performance benchmark on actual Jetson hardware in Week 2. Target: 60fps with 256x256 fluid sim, 30K particles, 1080p output. (b) If Unity fails: port the 3 compute shaders to native CUDA/Vulkan. The shaders are standard HLSL and translate directly to CUDA. Lose VFX Graph but gain 3-5x performance. (c) Fallback: drop to 720p output and 128x128 fluid sim. Still looks good on a projector from 6ft.
- Validation criteria: Measured frame time < 16.6ms (60fps) with full pipeline running on Jetson dev kit.
- Owner: Mohamed
- Timeline: Must be resolved by end of Month 1.
### R2: Real-Time Video Compositing + Recording Simultaneously [CRITICAL]
- Failure scenario: Recording composited video (camera feed + visual overlay) to NVMe while rendering the visual pipeline causes frame drops or recording corruption.
- Probability: MEDIUM (30
- Impact: HIGH. Content creation is the primary value proposition. If recording degrades the experience, users choose between "good visuals" and "record content," which breaks the product promise.
- Mitigation: (a) Use Jetson's dedicated hardware video encoder (NVENC) which runs independently of the GPU compute pipeline. H.265 encoding at 1080p30 consumes ~2W and does not steal GPU cycles. (b) Record at 1080p30 even if display is at 1080p60 (30fps is standard for social content). (c) Compositing happens in GPU memory. The final render target is both displayed AND piped to NVENC. No CPU-side copy needed.
- Validation criteria: 5-minute continuous recording at 1080p30 with zero dropped frames while maintaining 60fps display output.
### R3: Femto Bolt Depth Quality at Room-Scale Distances [MEDIUM]
- Failure scenario: At 3-5 meter distance (typical studio), the Femto Bolt's depth accuracy degrades. Silhouette edges become noisy. The fluid sim looks jittery instead of smooth.
- Probability: LOW-MEDIUM (25
- Impact: MEDIUM. Noisy depth can be filtered, but aggressive filtering adds latency.
- Mitigation: (a) Use NFOV mode (640x576 @30fps, 75x65 deg) for tighter, more accurate depth at distance. (b) Apply temporal filtering (exponential moving average across 3-5 frames) to smooth depth edges. (c) The Sobel edge detection in DepthReprojection.compute already provides clean edges from noisy depth. (d) Femto Bolt is rated to 5.5m with <11mm accuracy. At 4m, accuracy is ~15mm. This is acceptable for silhouette-level effects.
- Validation criteria: Clean silhouette extraction at 4m distance with no visible jitter on 1080p display.
### R4: Echelon Audio Engine Port to aarch64 [MEDIUM]
- Failure scenario: The 17-crate Rust Echelon engine does not compile or does not run correctly on aarch64 Linux (Jetson's architecture). Dependencies may assume x86.
- Probability: LOW-MEDIUM (20
- Impact: MEDIUM. GENERATE mode is the copyright-free moat. Without it, LUME is in LISTEN-only mode, which still works but loses the strongest differentiator.
- Mitigation: (a) Rust cross-compilation to aarch64-unknown-linux-gnu is well-supported. Test early. (b) Audio synthesis is pure math (oscillators, filters, envelopes). No x86-specific code. (c) Fallback: pre-generate audio tracks on cloud (Suno API) and download to device. GENERATE mode becomes "download royalty-free tracks matched to your movement" rather than real-time synthesis.
- Validation criteria: Echelon engine running on Jetson dev kit producing audio output at 44.1kHz with <10ms latency.
### R5: BOM Cost Exceeds $700 Target [MEDIUM]
- Failure scenario: Femto Bolt ($418) + Jetson ($249) + NVMe ($40) + cameras ($20x2) + mic array ($15) + speakers ($10x2) + PCB + enclosure + cables + thermal = $850-950. Margin disappears at $1,299 retail.
- Probability: MEDIUM (35
- Impact: MEDIUM. Either raise retail price to $1,499 (acceptable) or cut components.
- Mitigation: (a) Negotiate Orbbec volume pricing. At 500+ units, Femto Bolt should be $350-380. (b) Use Femto Mega ($399 MSRP) if available at lower volume pricing (same iToF sensor, different form factor). (c) Drop speakers from V1 (save $20) and require external audio. (d) Use 1080p cameras instead of 4K (save $15 per camera). 1080p is sufficient for social media content.
- Validation criteria: BOM < $750 at 500-unit volume. BOM < $650 at 3,000-unit volume.
### R6: FCC/CE Certification Delays [MEDIUM]
- Failure scenario: The device contains active radio (WiFi 6E, Bluetooth) and must pass FCC Part 15 and CE/RED testing. Testing reveals EMI issues from compute board + cameras + speakers in close proximity. Requires PCB redesign.
- Probability: MEDIUM (30
- Impact: MEDIUM-HIGH. Cannot legally sell in US/EU without certification. 3-6 month delay.
- Mitigation: (a) Use Jetson Orin Nano Super as a module. NVIDIA's module is pre-certified (FCC/CE/IC). Only the carrier board + enclosure need testing. (b) Femto Bolt is pre-certified as a peripheral. (c) Engage a certification consultant (e.g., Element/Intertek) from Month 2, not Month 6. (d) Budget $30K for testing + consultant.
- Validation criteria: Pre-scan pass at Month 4. Formal certification by Month 7.
### R7: Content Sharing Pipeline Latency [LOW-MEDIUM]
- Failure scenario: After a session ends, the AI editor takes 5+ minutes to produce the 60-second reel. The dancer leaves the studio before content is ready. The share-to-social moment is lost.
- Probability: MEDIUM (30
- Impact: MEDIUM. Every minute of delay reduces the probability of sharing by ~20
- Mitigation: (a) The AI editor runs DURING the session, not after. It continuously identifies "best moments" based on energy spikes, pose triggers, and audio beats. When the session ends, it only needs to stitch the pre-identified segments. (b) Target: content ready in < 60 seconds after session end. (c) WiFi Direct transfer to phone: 300 Mbps for 100MB file = 2.7 seconds.
- Validation criteria: Reel available on companion app < 90 seconds after session end.
### R8: Multi-Person Experience Quality [LOW-MEDIUM]
- Failure scenario: With 3+ people in the depth field, the fluid sim becomes chaotic. Too many motion vectors, too much density injection. The visual output is a noisy mess instead of beautiful art.
- Probability: MEDIUM (30
- Impact: LOW-MEDIUM. V1 can target solo/duo use. Multi-person is a V1.5 feature.
- Mitigation: (a) Per-person depth segmentation using distance thresholding (people at different distances get separate fluid fields). (b) Total force injection capped regardless of person count (divide force by number of people detected). (c) Multi-person mode in PresetManager: different palettes per person, interaction zones where their fluid fields merge.
- Validation criteria: Visually coherent output with 3 people at 3m distance.
### R9: One-Person Company Scaling Bottleneck [MEDIUM]
- Failure scenario: Hardware support requests (defective units, setup issues, firmware bugs) consume all of Mohamed's time. Development stops. No new features, no marketplace, no growth.
- Probability: HIGH (50
- Impact: HIGH. Without continued development, the product stagnates.
- Mitigation: (a) Self-service support: comprehensive video setup guides, in-app diagnostics, OTA firmware updates. (b) AI-powered support: LLM-based chatbot trained on LUME knowledge base handles 80
- Validation criteria: <10
### R10: Competitor Fast-Follow [LOW]
- Failure scenario: After LUME launches and demonstrates market fit, a well-funded startup or big tech (NVIDIA, Apple, Meta) launches a competing product within 12 months.
- Probability: LOW (15
- Impact: MEDIUM. First-mover advantage in content + marketplace + community provides 12-18 month moat.
- Mitigation: (a) Content network effects: by the time a competitor launches, LUME has 50K+ pieces of content, 1000+ visual packs, and an established community. (b) Keep innovating: V2 hardware, new visual capabilities, AI choreography, social platform. (c) Patents: file provisional on the composite content pipeline (visual overlay + royalty-free audio + auto-edit). (d) The one-person cost structure means LUME can be profitable at a scale where competitors are still burning cash.
- Validation criteria: 18-month head start on content/community before first credible competitor appears.
---
3b. EXPANDED SPECIFICATIONS
Spec 1: Hardware Bill of Materials
| Component | Part | Unit Cost (500 qty) | Unit Cost (3000 qty) |
|---|---|---|---|
| Depth camera | Orbbec Femto Bolt | $380 | $340 | |
| Compute module | Jetson Orin Nano Super | $225 | $200 | |
| Storage | Samsung PM9A3 512GB NVMe | $42 | $35 | |
| Wide camera | Sony IMX577 4K module | $18 | $14 | |
| Tight camera | Sony IMX577 4K module | $18 | $14 | |
| Mic array | 3x MEMS mic + ADC board | $12 | $9 | |
| Speakers | 2x 3W full-range drivers | $8 | $6 | |
| WiFi/BT module | Intel AX211 (WiFi 6E) | $12 | $9 | |
| Carrier board | Custom PCB (power, IO, USB hub) | $35 | $22 | |
| Enclosure | CNC aluminum + injection-molded poly | $55 | $32 | |
| Thermal | Heat pipe + fan (40mm, 5000rpm) | $8 | $5 | |
| Power supply | 65W USB-C PD adapter (external) | $12 | $9 | |
| Cables/connectors | Internal ribbon cables, HDMI port | $8 | $5 | |
| LED ring | 24x WS2812B (mode indicator) | $3 | $2 | |
| Wall mount kit | Bracket + hardware | $5 | $3 | |
| Packaging | Box, manual, foam insert | $15 | $10 | |
| TOTAL BOM | $856** | **$715 |
Retail: $1,299 (500 qty = 34% margin) / $1,299 (3000 qty = 45
Or: $1,499 at launch (500 qty = 43
Spec 2: Software Architecture (Jetson)
┌─────────────────────────────────────────────────────────┐
│ LUME OS (L4T Ubuntu) │
│ │
│ ┌──────────────────────────────────────────────────┐ │
│ │ Unity Runtime (URP, IL2CPP) │ │
│ │ │ │
│ │ DepthSource ──► DepthProcessor ──► OpticalFlow │ │
│ │ │ │ │ │
│ │ │ FluidSimulator ◄─────┘ │ │
│ │ │ │ │ │
│ │ AudioAnalyzer ──► AudioToFluid │ │
│ │ │ │ │ │
│ │ ▼ ▼ │ │
│ │ ColorPaletteManager VFX Graph (particles) │ │
│ │ │ │ │ │
│ │ └──────────┬─────────┘ │ │
│ │ │ │ │
│ │ Render Pipeline (URP) │ │
│ │ │ │ │
│ │ ┌─────────────┼─────────────┐ │ │
│ │ │ │ │ │ │
│ │ HDMI Out Compositor Frame Recorder │ │
│ │ (display) (overlay on (NVENC H.265) │ │
│ │ camera feed) │ │
│ └──────────────────────────────────────────────────┘ │
│ │
│ ┌──────────────────┐ ┌────────────────────────┐ │
│ │ Echelon Engine │ │ Content Manager │ │
│ │ (Rust, aarch64) │ │ (Rust) │ │
│ │ │ │ │ │
│ │ Audio synthesis │ │ AI Director (Murch) │ │
│ │ 5 genre kits │ │ BreathPhase pacing │ │
│ │ Motion-reactive │ │ Moment detection │ │
│ │ Royalty-free │ │ Auto-edit (reel/clip) │ │
│ │ │ │ WiFi AP for phone share │ │
│ │ 44.1kHz output │ │ NVMe session management │ │
│ │ to speakers + │ │ OTA firmware updates │ │
│ │ HDMI + 3.5mm │ │ │ │
│ └──────────────────┘ └────────────────────────┘ │
│ │
│ ┌──────────────────────────────────────────────────┐ │
│ │ Device Manager (Rust systemd service) │ │
│ │ - Boot sequence (attract mode auto-start) │ │
│ │ - OTA update client │ │
│ │ - WiFi AP mode for phone pairing │ │
│ │ - Health monitoring + telemetry │ │
│ │ - Depth camera lifecycle │ │
│ │ - NVMe space management (auto-cleanup old sessions)│ │
│ └──────────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────┘Spec 3: Companion App (iOS/Android)
LUME Companion App
SCREENS:
1. Device Pairing (WiFi Direct / QR code)
2. Live View (real-time preview from LUME, ~200ms delay)
3. Control Panel:
- Visual preset selector (12+ options, visual thumbnails)
- Color palette picker
- Audio mode toggle (LISTEN / GENERATE)
- Genre/BPM selector (for GENERATE mode)
- Recording controls (start/stop/screenshot)
4. Content Gallery:
- Recent sessions (thumbnails with metadata)
- AI-edited reels and highlights
- Raw footage access
- Export/share to TikTok, IG, YouTube, Camera Roll
5. Audio Studio:
- Suno AI track generator (genre, mood, BPM, duration)
- Track library (previously generated + marketplace)
- Download tracks to LUME for offline use
6. Marketplace:
- Visual packs (browse, preview, purchase)
- Audio packs
- Scene templates
- Artist profiles
7. Settings:
- Device name, WiFi, firmware version
- Display output (resolution, aspect ratio)
- Camera settings (exposure, white balance for content cams)
- Storage management
- Account / subscription
TECH STACK:
- SwiftUI (iOS) / Kotlin Compose (Android)
- WebSocket to LUME for real-time control
- WiFi Direct for content transfer
- RevenueCat for subscriptions
- Stripe for marketplace transactions
- Supabase for user accounts + content metadataSpec 4: Content Compositor Pipeline
The compositor is the critical path for LUME's value proposition. It runs on the Jetson GPU and produces the final content files.
INPUT STREAMS (simultaneous):
1. Wide cam: 1920x1080 @ 30fps (H.264 from camera ISP)
2. Tight cam: 1080x1920 @ 30fps (portrait, H.264)
3. Femto RGB: 1920x1080 @ 30fps (center, from depth camera)
4. Rendered frame: 1920x1080 @ 60fps (visual engine output)
5. Audio: 44.1kHz stereo (from mic array or Echelon)
COMPOSITOR OPERATIONS:
1. For each camera feed, every frame:
a. Decode camera H.264 frame (NVDEC hardware decoder)
b. Alpha-blend rendered visual frame over camera frame
- Visual frame has black background where no particles
- Additive blend mode: camera + particles = final pixel
- Blend factor varies by visual preset (some presets
have dense particles that need transparency adjustment)
c. Encode composited frame to H.265 (NVENC hardware encoder)
d. Write to NVMe session buffer
2. Parallel: AI Director continuously scores each camera angle
- Maintains "best moments" index (timestamp + score + camera)
- Detects pose triggers (ArmsUp, ArmsSpread, etc.)
- Tracks audio beats/transients for cut timing
3. On session end:
a. Read "best moments" index
b. Select top 60 seconds for reel (portrait cam, 9:16)
c. Select top 30 seconds for highlight (multi-cam, 1:1)
d. Apply cuts on beats (from audio transient timestamps)
e. Encode final reel and highlight (NVENC)
f. Generate thumbnail from highest-energy frame
g. Signal companion app: content ready for transfer
PERFORMANCE TARGET:
- Compositing: <2ms per frame (GPU shader operation)
- NVENC encoding: <1ms per frame at 1080p30
- Session end to content ready: <60 seconds
- WiFi transfer: <10 seconds for 100MB fileSpec 5: Attract Mode + Installation UX
LUME's first impression determines adoption. The attract mode must be compelling enough that a person walking into a studio says "what IS that?" and then immediately understands how to interact.
ATTRACT MODE STATE MACHINE:
[BOOT] ──► [CALIBRATING] ──► [ATTRACT] ──► [ACTIVE] ──► [RECORDING]
│ │ │
│ ▼ ▼
│ [IDLE] ──► [ATTRACT]
│ │
│ ▼
└──────── [SLEEP] (display off, 30 min idle)
ATTRACT:
- Display: breathing particles, slow color cycle (12s per palette)
- Audio (GENERATE mode): ambient pads, very quiet (10% volume)
- LED ring: slow pulse in current palette primary color
- Depth camera: scanning for body entry into field
TRANSITION TO ACTIVE:
- Trigger: depth silhouette detected (body enters 0.5-4m zone)
- Duration: 500ms crossfade
- Visual: particles accelerate toward detected silhouette
- Audio: rhythm layer fades in
- LED ring: brightens to full
ACTIVE:
- Full visual pipeline running
- Content cameras recording (always, circular buffer of last 10 min)
- Audio reactive (LISTEN) or generative (GENERATE)
- Pose triggers enabled
TRANSITION TO IDLE:
- Trigger: no motion for 2 seconds (IdleDetector.cs logic)
- Visual: fluid freezes (SuperHot mode)
- Audio: drums mute, pad-only
- After 5 seconds: transition to ATTRACT
TRANSITION TO RECORDING:
- Trigger: user starts explicit recording (app button, voice, or gesture)
- Visual: subtle "REC" indicator in corner of display
- LED ring: solid red
- All cameras recording dedicated files (not just circular buffer)
- Session metadata logging begins---
3c. MASTER EXECUTION CHECKLIST
### Wave 0: PREFLIGHT (Month 1, Weeks 1-2)
Validate all critical assumptions before committing to hardware development.
| # | Task | Input | Output | Validation | Automate | Status |
|---|---|---|---|---|---|---|
| 0.1 | Purchase Jetson Orin Nano Super dev kit | $249 budget | Dev kit on desk | Powers on, JetPack 6.2 installed | no | TODO |
| 0.2 | Purchase Orbbec Femto Bolt | $418 budget | Depth camera on desk | Depth stream visible in viewer app | no | TODO |
| 0.3 | Build Unity project for Jetson (URP, IL2CPP, Vulkan) | DepthReactiveVisuals codebase | APK/executable for aarch64 Linux | Launches on Jetson, renders to screen | yes | TODO |
| 0.4 | Benchmark fluid sim on Jetson | FluidSim.compute at 256x256 | Frame time measurement | <3ms per fluid sim dispatch | yes | TODO |
| 0.5 | Benchmark full pipeline on Jetson | All shaders + VFX Graph | Frame time breakdown | Total <16.6ms (60fps) | yes | TODO |
| 0.6 | Test Femto Bolt + Jetson USB connection | Femto Bolt SDK on aarch64 | Depth + RGB streaming in Unity | 30fps depth, 30fps RGB, no drops | yes | TODO |
| 0.7 | Test NVENC recording while rendering | Unity render + NVENC encode | 1080p30 H.265 file | Zero dropped frames during 5-min test | yes | TODO |
| 0.8 | Cross-compile Echelon engine to aarch64 | 17 Rust crates | aarch64 binary | Audio output on Jetson, 44.1kHz, <10ms latency | yes | TODO |
| 0.9 | Register "LUME" trademark (US) | USPTO TEAS Plus filing | Application serial number | Filing confirmed | no | TODO |
| 0.10 | Domain registration: lume.dance | Domain registrar | Domain secured | DNS resolves | no | TODO |
Wave 0 Kill Criteria: If task 0.5 fails (cannot achieve 60fps on Jetson), evaluate: (a) reduce to 30fps target, (b) port to native Vulkan, (c) switch to Jetson AGX Orin ($999, 275 TOPS). If (c) is required, BOM increases by $750 and retail must be $1,999+. Decision point.
---
### Wave 1: CORE ENGINE (Month 1-2, Weeks 2-6)
Build the visual engine running on Jetson hardware.
| # | Task | Input | Output | Validation | Automate | Status |
|---|---|---|---|---|---|---|
| 1.1 | Port DepthSource to Femto Bolt native SDK | DepthSource.cs (abstract) | FemtoBoltSource.cs implementation | Depth texture + RGB texture streaming at 30fps | yes | TODO |
| 1.2 | Optimize FluidSim.compute for Jetson | 512x512 shader | 256x256 version with reduced Jacobi iterations (20) | <3ms dispatch time | yes | TODO |
| 1.3 | Optimize VFX Graph for 30K particles | Desktop VFX Graph assets | Jetson-optimized versions | <4ms render time, visually compelling at 1080p | yes | TODO |
| 1.4 | Implement URP render pipeline (replace HDRP refs) | HDRP project settings | URP project with all shaders working | Full visual pipeline renders correctly | yes | TODO |
| 1.5 | Integrate AudioAnalyzer with ALSA mic input | AudioAnalyzer.cs | Linux ALSA audio capture feeding FFT | 4-band spectrum analysis from room mic, real-time | yes | TODO |
| 1.6 | Build DeviceManager systemd service (Rust) | Boot requirements | systemd unit that launches Unity + manages lifecycle | Auto-starts on boot, restarts on crash, logs to journald | yes | TODO |
| 1.7 | Implement WiFi AP mode for phone pairing | NetworkManager config | LUME creates its own WiFi network on first boot | Phone can connect and reach LUME HTTP server | yes | TODO |
| 1.8 | Build basic HTTP API on LUME | API design | REST endpoints: /status, /preset, /record, /sessions | curl can control LUME from laptop | yes | TODO |
Wave 1 Gate: Full visual pipeline running on Jetson at 60fps with depth camera input. A person can stand in front of LUME and see reactive particles on a connected display.
---
### Wave 2: CONTENT ENGINE (Month 2-3, Weeks 6-10)
Build the recording, compositing, and auto-editing pipeline.
| # | Task | Input | Output | Validation | Automate | Status |
|---|---|---|---|---|---|---|
| 2.1 | Implement NVENC recording module | NVENC SDK | Rust module that records GPU render output to H.265 | 1080p30 recording, <1 | ||
| 2.2 | Build content compositor (GPU shader) | Camera feeds + render output | Composited frames (camera + visual overlay) | Visual overlay alpha-blends correctly on camera feed | yes | TODO |
| 2.3 | Implement AI Director (port Murch scoring from multicam-server) | main.rs scoring logic | Rust module scoring camera angles per-frame | Best-angle selection matches human preference in A/B test | yes | TODO |
| 2.4 | Implement BreathPhase pacing for auto-edit | BreathPhase from MotionMix | Cut timing module | Cuts land on beats, no cuts during "hold" phase | yes | TODO |
| 2.5 | Build auto-editor (reel + highlight generator) | Best-moments index + composited footage | 60s reel (9:16) + 30s highlight (1:1) | Content ready <90 seconds after session end | yes | TODO |
| 2.6 | Implement WiFi Direct content transfer | Composited files on NVMe | Files available to companion app | 100MB file transfers in <10 seconds | yes | TODO |
| 2.7 | Build NVMe session manager | NVMe storage | Auto-cleanup of sessions older than 7 days when <20 | |||
| 2.8 | Implement dual-camera recording (wide + tight) | Two USB camera modules | Simultaneous 1080p30 recording from both cameras | Both angles recorded with synchronized timestamps | yes | TODO |
Wave 2 Gate: Complete content loop. Dance in front of LUME. End session. Get a 60-second reel with visual overlay and audio, ready to share, within 90 seconds.
---
### Wave 3: AUDIO ENGINE + APP (Month 3-4, Weeks 10-14)
Integrate Echelon, build companion app, make the experience end-to-end.
| # | Task | Input | Output | Validation | Automate | Status |
|---|---|---|---|---|---|---|
| 3.1 | Integrate Echelon engine as GENERATE mode | aarch64 Echelon binary | Audio synthesis running on Jetson, reactive to movement | 5 genre kits producing audio at 44.1kHz, <10ms latency | yes | TODO |
| 3.2 | Build LISTEN/GENERATE mode toggle | API endpoint + app UI | Toggle between mic input and Echelon synthesis | Seamless switch without audio glitch | yes | TODO |
| 3.3 | Integrate Suno API for track generation | Suno API credentials | User can generate custom tracks from companion app | Track generated, downloaded to LUME, plays correctly | yes | TODO |
| 3.4 | Build companion app (iOS) - device pairing | SwiftUI project | QR code scan pairs phone to LUME WiFi | Pairing completes in <15 seconds | yes | TODO |
| 3.5 | Build companion app - live preview | WebSocket from LUME | Real-time preview of LUME output on phone | <500ms latency, stable connection | yes | TODO |
| 3.6 | Build companion app - control panel | REST API to LUME | Preset selection, palette, audio mode, recording | All controls functional, <100ms response | yes | TODO |
| 3.7 | Build companion app - content gallery | Session metadata + files | Browse sessions, view reels/highlights, share | Content loads, plays, shares to TikTok/IG | yes | TODO |
| 3.8 | Build companion app - audio studio | Suno API integration | Genre/mood/BPM selector, generate, preview, download | Full audio generation workflow in-app | yes | TODO |
| 3.9 | Implement OTA firmware update system | Update server (S3/CDN) | LUME checks for updates, downloads, applies | Update completes without data loss, auto-rollback on failure | yes | TODO |
Wave 3 Gate: End-to-end experience. Dance with LUME. Get content. Share to social. Audio is royalty-free. App controls everything. OTA updates work.
---
### Wave 4: HARDWARE DESIGN + PROTOTYPING (Month 4-6, Weeks 14-22)
Design the physical product and build hand-assembled prototypes.
| # | Task | Input | Output | Validation | Automate | Status |
|---|---|---|---|---|---|---|
| 4.1 | Industrial design (external designer or in-house) | Form factor spec, component dimensions | 3D CAD model of enclosure | All components fit, thermal sim passes, aesthetically compelling | no | TODO |
| 4.2 | Design custom carrier board | Jetson pinout + peripheral connections | PCB schematic + layout (KiCad) | Powers all components, USB hub, HDMI routing, mic ADC | no | TODO |
| 4.3 | Thermal simulation | Enclosure CAD + power budget (65W total) | Thermal analysis report | All components within rated temperature at 40C ambient | no | TODO |
| 4.4 | Build 3 hand-assembled prototypes | Purchased components + 3D-printed enclosure | 3 functional LUME units | All 3 boot, run full pipeline, produce content | no | TODO |
| 4.5 | Deploy 3 prototypes to beta studios | 3 LUME units + companion app TestFlight | 3 studios using LUME daily | Collect feedback: setup experience, visual quality, content quality | no | TODO |
| 4.6 | Beta feedback round (2 weeks) | Studio feedback | Prioritized bug/feature list | Top 5 issues identified and categorized | no | TODO |
| 4.7 | Engage contract manufacturer (CM) | Enclosure CAD + carrier PCB + BOM | CM quotation for 500-unit run | Price per unit, lead time, MOQ confirmed | no | TODO |
| 4.8 | Pre-certification EMI scan | Prototype unit | Pre-scan report from test lab | No critical EMI failures | no | TODO |
Wave 4 Gate: 3 prototypes deployed in real studios. Beta feedback collected. CM engaged. No showstopper issues.
---
### Wave 5: PRODUCTION + LAUNCH (Month 6-9, Weeks 22-36)
Manufacturing, certification, and market launch.
| # | Task | Input | Output | Validation | Automate | Status |
|---|---|---|---|---|---|---|
| 5.1 | FCC/CE certification testing | Prototype + test lab | Certification documents | FCC ID + CE mark obtained | no | TODO |
| 5.2 | Finalize carrier board for production | Beta feedback + EMI fixes | Production-ready PCB Gerbers | DFM review passed by CM | no | TODO |
| 5.3 | Tooling for injection-molded enclosure | CAD model | Steel tooling at CM | First articles match design within tolerance | no | TODO |
| 5.4 | First production run (500 units) | CM + components + tooling | 500 LUME units | Incoming QC: <2 | ||
| 5.5 | Build lume.dance website | Brand identity + product info | Launch website with pre-order/purchase | Stripe checkout works, orders tracked | yes | TODO |
| 5.6 | Launch companion app on App Store + Play Store | App builds | Published apps | Download, pair, full workflow | yes | TODO |
| 5.7 | Create launch content (10 demo videos) | LUME prototypes + dancers | 10 high-quality demo videos | Showcases different styles, venues, content output | no | TODO |
| 5.8 | Launch PR + social campaign | Demo videos + press kit | Press coverage, social buzz | Minimum 5 press mentions, 100K social impressions | no | TODO |
| 5.9 | Ship first 100 units to pre-order customers | Production units | Delivered, functional units | <5 |
Wave 5 Gate: Product in market. Customers using LUME. Revenue flowing. Support manageable.
---
### Wave 6: MARKETPLACE + GROWTH (Month 9-12, Weeks 36-48)
Build the platform layers that drive recurring revenue and network effects.
| # | Task | Input | Output | Validation | Automate | Status |
|---|---|---|---|---|---|---|
| 6.1 | Build content marketplace backend | Supabase + Stripe Connect | Visual/audio pack purchase flow | Artist uploads pack, user purchases, revenue splits correctly | yes | TODO |
| 6.2 | Launch marketplace with 20 visual packs | Visual pack creation tools | 20 packs from 5-10 artists | Each pack works on LUME, appears in app marketplace | yes | TODO |
| 6.3 | Build subscription management (RevenueCat) | Pricing tiers | Free/Create/Studio/Venue tiers | Subscription gates features correctly on device + app | yes | TODO |
| 6.4 | Implement multi-device sync (Studio tier) | WiFi mesh between LUMEs | 2+ LUMEs in same room show coordinated visuals | Particles flow between displays seamlessly | yes | TODO |
| 6.5 | Build analytics dashboard (Studio/Venue tier) | Usage telemetry | Web dashboard at lume.dance/analytics | Shows sessions, engagement, popular presets, content created | yes | TODO |
| 6.6 | Launch events rental pilot (5 markets) | Prototype units + logistics | Rental service in NYC, LA, ATL, CHI, MIA | 10+ events completed, revenue > $5K | no | TODO |
| 6.7 | API/SDK documentation + developer beta | API endpoints | developer.lume.dance with docs + examples | 3rd-party developer can build a custom visual pack | yes | TODO |
| 6.8 | Second production run (2,000 units) | CM relationship + updated BOM | 2,000 LUME units at reduced BOM | BOM <$700, defect rate <1.5 | ||
| 6.9 | Begin LUME Social development | Content metadata from all devices | Social feed prototype (web + app) | Browse LUME content from all users, sorted by engagement | yes | TODO |
Wave 6 Gate: Marketplace live with 20+ packs. Subscriptions generating recurring revenue. Second production run shipped. Monthly revenue > $100K.
---
MONTH-BY-MONTH ROADMAP (YEAR 1)
MONTH 1: PROVE IT WORKS
├── Purchase Jetson + Femto Bolt (Week 1)
├── Port Unity project to Jetson (Week 1-2)
├── Performance benchmark (Week 2) ← KILL GATE
├── Cross-compile Echelon (Week 2-3)
├── Trademark + domain (Week 1)
└── Optimized engine running at 60fps (Week 3-4)
MONTH 2: MAKE IT RECORD
├── NVENC recording module (Week 5-6)
├── Content compositor (Week 6-7)
├── AI Director port (Week 7-8)
├── Auto-editor (reel + highlight) (Week 8)
└── Demo: dance → 60s reel in 90 seconds
MONTH 3: MAKE IT COMPLETE
├── Echelon GENERATE mode integration (Week 9-10)
├── Companion app v1 (pairing + control + gallery) (Week 10-12)
├── Suno API integration (Week 11)
├── OTA update system (Week 12)
└── Demo: full end-to-end, phone app to TikTok post
MONTH 4: MAKE IT REAL
├── Industrial design engagement (Week 13-14)
├── Carrier board design (Week 14-16)
├── 3D-printed prototype enclosures (Week 15-16)
├── 3 hand-assembled prototypes (Week 16)
└── Deliverable: 3 working LUME prototypes
MONTH 5: MAKE IT TESTED
├── Deploy 3 prototypes to beta studios (Week 17)
├── 2-week beta period (Week 17-18)
├── Feedback analysis + priority fixes (Week 19)
├── Pre-certification EMI scan (Week 19-20)
├── CM engagement + quotation (Week 20)
└── Decision: production run sizing + pricing
MONTH 6: MAKE IT CERTIFIED
├── FCC/CE certification testing (Week 21-24)
├── Finalize production PCB (Week 22)
├── Enclosure tooling ordered (Week 23)
├── Website build (lume.dance) (Week 22-24)
├── App Store submission (Week 24)
└── Pre-orders open on website
MONTH 7: MAKE IT MANUFACTURED
├── First articles from CM (Week 25-26)
├── QC validation (Week 27)
├── Production run begins (500 units) (Week 27-28)
├── Packaging design + production (Week 26-28)
├── Launch content creation (10 demo videos) (Week 26-28)
└── Production units arriving at fulfillment center
MONTH 8: MAKE IT LAUNCHED
├── Ship first 100 units (Week 29-30)
├── Launch PR campaign (Week 29)
├── Social media push (demo videos) (Week 29-32)
├── First customer feedback collection (Week 30-32)
├── Hotfix firmware updates as needed (Week 30-32)
└── Target: 100 units shipped, <5% support rate
MONTH 9: MAKE IT GROW
├── Ship remaining 400 units (Week 33-36)
├── Marketplace development begins (Week 33)
├── Subscription tiers activated (Week 34)
├── First 5 visual packs from external artists (Week 35)
├── Events rental pilot launch (Week 36)
└── Target: 500 units sold, $649K hardware revenue
MONTH 10: MAKE IT A PLATFORM
├── Marketplace launch (20 visual packs) (Week 37-38)
├── API/SDK documentation (Week 38-40)
├── Analytics dashboard (Week 39-40)
├── Second production run ordered (2,000 units) (Week 40)
└── Target: $19/month subscribers reaching 200
MONTH 11: MAKE IT SCALE
├── Multi-device sync feature (Week 41-42)
├── Events rental expansion (3 new markets) (Week 42-44)
├── Developer beta program (10 developers) (Week 43-44)
├── LUME Social prototype (Week 43-44)
└── Target: 300 subscribers, $80K MRR (hardware + subs)
MONTH 12: MAKE IT DEFENSIBLE
├── Second production run ships (2,000 units) (Week 45-48)
├── LUME Social beta launch (Week 46)
├── Year 1 retrospective + Year 2 planning (Week 48)
├── Patent filing (composite content pipeline) (Week 47)
└── TARGET: 700+ units sold, 400+ subscribers, $50K+ MRR recurring---
PULSE AUTO-SPAWN ASSESSMENT
Tasks tagged `automate: true` in the checklist above that could be dispatched as autonomous agent sessions:
| Task | Pulse Session Description | Machine |
|---|---|---|
| 0.3 | Build Unity URP IL2CPP project for aarch64 Linux target | Mac1 |
| 0.4-0.5 | Performance benchmark suite for Jetson (frame time profiling) | Mac1 |
| 0.8 | Cross-compile Echelon 17 crates to aarch64-unknown-linux-gnu | Mac1 |
| 1.1 | Implement FemtoBoltSource.cs using Orbbec SDK for Linux | Mac1 |
| 1.2 | Optimize FluidSim.compute to 256x256 with 20 Jacobi iterations | Mac1 |
| 1.5 | ALSA audio capture integration for AudioAnalyzer | Mac1 |
| 1.6-1.8 | DeviceManager Rust service + WiFi AP + HTTP API | Mac1 |
| 2.1-2.2 | NVENC recording module + compositor shader | Mac1 |
| 2.3-2.4 | Port Murch scoring + BreathPhase from multicam-server | Mac1 |
| 2.5-2.7 | Auto-editor + WiFi transfer + session manager | Mac1 |
| 3.1-3.3 | Echelon integration + Suno API | Mac1 |
| 3.4-3.8 | Companion app (5 screens, SwiftUI) | Mac2 |
| 3.9 | OTA firmware update system | Mac1 |
| 5.5 | lume.dance website | Mac1 |
| 6.1-6.3 | Marketplace backend + subscription management | Mac1 |
**26 of 48 tasks (54
---
KEY INSIGHT
LUME is not a hardware product. LUME is a content creation platform that happens to require hardware to exist. The hardware is the distribution mechanism for a software platform that generates unique, royalty-free, visually stunning content from physical movement.
The Peloton parallel is exact: the bike was never the product. The community, the content, the instructors, the leaderboard were the product. LUME's equivalent: the visual effects, the audio engine, the marketplace, the social feed, the content sharing loop.
The hardware gets LUME into the room. The content keeps it there. The social platform makes it spread.
"Move in light."
Promotion Decision
Attach run IDs, datasets, metrics, and reproduction commands.
Source Anchor
evo-cube-output/computational-choreography-device/stage3-expand-master-plan.md
Detected Structure
Method · Evaluation · Code Anchors · Architecture · is Stage Research