Immersive / XR / Spatial
Rooms that respond. Projection, spatial sound, and real-time graphics that put the patron inside the story.
We build the room and the show file together — surface, spatial sound, and real-time graphics that react to the patron. It's productized as a build kit so it tours without a redesign, bridging Stagecraft systems into a Productions experience.
Reference-grade, not a fixed rental list.
Surfaces
- Projection-mapped immersive rooms
- LED volume / XR stage
- Floor + 360 wrap
Spatial audio
- Object-based immersive sound (L-ISA / d&b Soundscape-class)
- Patron-tracked audio zones
Real-time
- Unreal / Notch real-time graphics
- Camera tracking
- Patron-reactive sensing
4 component classes. Expand for the spec sheet.
Projection WrapMapped 360 surfaces and floor.
Projection-mapped immersive rooms — floor and 360 wrap — edge-blended and warped to the room so the patron is inside the image, not in front of it.
- 360 wrap
- Floor
- Mapped
| Surfaces | 360 wrap + floor projection |
|---|---|
| Blending | Multi-projector edge-blend |
| Mapping | Warped to room geometry |
| Content | Real-time + playback |
LED Volume / XR StageWall-and-floor volume for XR capture.
An LED volume / XR stage — wall and floor — for immersive backdrops and in-camera XR, color-managed and frame-locked to the render.
- LED volume
- XR
- In-camera
| Format | Wall + floor LED volume |
|---|---|
| Use | Immersive backdrop, in-camera XR |
| Color | Calibrated, camera-matched |
| Sync | Frame-locked to render |
Spatial AudioObject-based sound in patron-tracked zones.
Object-based immersive sound (L-ISA / d&b Soundscape-class) with patron-tracked audio zones — the room sounds like the image looks.
- L-ISA / Soundscape
- Object-based
- Patron-tracked
| System | Object-based (L-ISA / d&b Soundscape) |
|---|---|
| Zones | Patron-tracked audio zones |
| Rendering | Spatial object renderer |
| Integration | Locked to show control |
Real-Time EngineUnreal / Notch graphics that react to the patron.
Unreal/Notch real-time graphics with camera tracking and patron-reactive sensing, packaged as a repeatable build kit and show file so the room tours without a redesign.
- Unreal / Notch
- Patron-reactive
- Repeatable kit
| Engine | Unreal / Notch real-time |
|---|---|
| Sensing | Camera tracking, patron-reactive |
| Packaging | Build kit + show file |
| Touring | No per-venue redesign |
What makes it frame-accurate.
- Repeatable build kit + show file.
- Productized to tour without redesign.
- Patron-reactive sensing sequenced into the show control layer.
Reference: Hall of Echoes.
Spec a immersive package, built and run by the crew that designed it.
Spec a immersive package →