01 / 05 · Lighting
Light is the fastest way to change how a room feels, and the only material that works on everyone at once. We design it as a sequence rather than a look: what the space is when people walk in, what it becomes at the moment that matters, and how it gets from one to the other without anyone catching the move.
02 / 05 · Rigging
Everything we fly is engineered twice: once for the effect, once for the people underneath it. Motorised hoists, custom truss and load paths worked out on paper long before anything leaves the ground. Done properly, a set piece can change position mid-show and the room reads it as weather rather than machinery.
03 / 05 · Audio
A room is a sound before it is a picture. We treat the space itself as the instrument: where sound arrives from, how long it takes to get there, and what the silence in front of it is doing. When it works nobody mentions the audio, because nothing sits between the thing happening and the person it is happening to.
04 / 05 · Video
Screens stopped being screens a while ago. Surfaces, scrims, projection onto things that are not flat, walls that vanish the moment you stop lighting them. We use the image as another material in the room rather than a bright rectangle at the front of it, and build the content and the hardware as one object.
05 / 05 · Automation
Things that move. Scenery that flies, pieces that track, reveals that land on a cue instead of a cut. Motion is the hardest thing to make feel inevitable rather than mechanical, so we design the move and its timing as a single decision and rehearse it until the room believes it was always going to happen.
Light is the fastest way to change how a room feels, and the only material that works on everyone at once. We design it as a sequence rather than a look: what the space is when people walk in, what it becomes at the moment that matters, and how it gets from one to the other without anyone catching the move.
Everything we fly is engineered twice: once for the effect, once for the people underneath it. Motorised hoists, custom truss and load paths worked out on paper long before anything leaves the ground. Done properly, a set piece can change position mid-show and the room reads it as weather rather than machinery.
A room is a sound before it is a picture. We treat the space itself as the instrument: where sound arrives from, how long it takes to get there, and what the silence in front of it is doing. When it works nobody mentions the audio, because nothing sits between the thing happening and the person it is happening to.
Screens stopped being screens a while ago. Surfaces, scrims, projection onto things that are not flat, walls that vanish the moment you stop lighting them. We use the image as another material in the room rather than a bright rectangle at the front of it, and build the content and the hardware as one object.
Things that move. Scenery that flies, pieces that track, reveals that land on a cue instead of a cut. Motion is the hardest thing to make feel inevitable rather than mechanical, so we design the move and its timing as a single decision and rehearse it until the room believes it was always going to happen.
TC
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