Six things we do, and we do them all the way to air

We don't sell hours of engine work. We sell a stage that renders at rate on show night, with the people who built it sitting behind the console.

Real-time rendered e-gaming arena with indigo lighting and holographic scoreboards

Virtual concert stages

Environment, lighting, and terrain built around the setlist. Cues bind to timecode or to a live MIDI feed so the room moves with the performance rather than trailing it.

  • Timecode and MIDI-driven cue systems
  • LED volume and green-screen builds
  • Per-song lighting states with manual override

E-gaming league worlds

Tournament stages that read live match telemetry. Team identity, map state, and score drive the environment without an operator touching a key.

  • Telemetry-driven scene transitions
  • Multi-language feed variants
  • Broadcast-safe overlays and lower thirds

Virtual product launches

Physically correct materials built from your CAD or scan data, lit under a colour-managed pipeline so the product looks the same on stage as in the catalogue.

  • ACES colour pipeline
  • Regional product variants on one build
  • Hero camera choreography

Previs and virtual scouting

Walk the stage in headset six weeks before load-in. Blocking, sightlines, and camera positions get resolved while changes are still cheap.

  • Headset walkthroughs
  • Camera and lens matching
  • Sightline and crowd-view checks

Lighting and atmosphere design

Volumetrics, haze response, and shadow behaviour designed as a single system with the physical rig, so real and rendered light agree on camera.

  • Real and virtual rig alignment
  • Volumetric and haze simulation
  • Broadcast grade sign-off

Show-day operations

Our engineers work your show alongside your crew, with redundant playback machines and a rehearsed failover for every scene in the running order.

  • Redundant playback and failover
  • On-console engine operators
  • Post-show asset handover

How a project runs

  1. 01

    Feasibility read

    You send the brief, venue or volume spec, and date. We return a written read on what the stage can be and a budget range within three working days.

  2. 02

    Previs

    Blocking, camera, and lighting intent resolved in a walkable build. Two weeks, typically two review rounds.

  3. 03

    Build

    Environment, shaders, terrain, and cue systems against a locked GPU budget with a weekly performance report.

  4. 04

    Technical rehearsal

    In the real room, on the real hardware, with your broadcast crew and a full running-order pass.

  5. 05

    Show and handover

    We operate on the night, then transfer source projects and documentation within 48 hours.

Virtual product launch environment with a floating pedestal and caustic light reflections

Engagement models

Single-show builds are quoted as a fixed scope against a fixed date. Season deals cover a league or tour with a shared stage base and per-event variants, priced per broadcast day. Retained technical direction is available monthly for teams running their own volume who need a second pair of eyes on performance.

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Service questions

Eight weeks is comfortable for a full virtual stage: two weeks of previs, four weeks of environment and lighting build, two weeks of technical rehearsal. We have shipped in eighteen days when a broadcast date could not move, using an existing stage as the base layer.

Concert stage rendered in real time with beams of light across dynamic terrain

Tell us the date. We'll tell you the truth about it.

Contact us