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// SYSTEMS — IMMERSIVE
11BetaSegal Productions

Immersive / XR / Spatial

Rooms that respond. Projection, spatial sound, and real-time graphics that put the patron inside the story.

360 PROJECTION WRAP + LED VOLUMEPATRON-TRACKED ZONE
Projection wrap, LED volume, and object-based audio around a patron-tracked zone — a repeatable build kit and show file.Room plot
// WHAT WE OWN

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.

// INVENTORY — FIXTURE CLASSES

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
// COMPONENTS — SPECS

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
Surfaces360 wrap + floor projection
BlendingMulti-projector edge-blend
MappingWarped to room geometry
ContentReal-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
FormatWall + floor LED volume
UseImmersive backdrop, in-camera XR
ColorCalibrated, camera-matched
SyncFrame-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
SystemObject-based (L-ISA / d&b Soundscape)
ZonesPatron-tracked audio zones
RenderingSpatial object renderer
IntegrationLocked 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
EngineUnreal / Notch real-time
SensingCamera tracking, patron-reactive
PackagingBuild kit + show file
TouringNo per-venue redesign
// CONTROL LAYER

What makes it frame-accurate.

  • Repeatable build kit + show file.
  • Productized to tour without redesign.
  • Patron-reactive sensing sequenced into the show control layer.
// THE PIPELINE
01CONCEIVE
02DESIGN
03ENGINEER
04STAGE
05PERFORM
// HONEST STATUS
Beta

Reference: Hall of Echoes.

Spec a immersive package, built and run by the crew that designed it.

Spec a immersive package →