
DESIGN
Stage and scenic design: what decides how a live picture can look
Everything the audience eventually sees is limited by decisions taken here, months earlier, by people arguing about weight, span and geometry. This is the design half of the craft.
The half that happens before anyone runs anything
four disciplines, in the order a production must take themThe four pages in this section cover the half of the craft that happens before anyone runs anything. They are ordered the way a production actually has to take them, which is not the order most people find intuitive.
Stage architecture is first because it is the only one with hard physical limits, what the venue will carry, how far steel reaches, where a projector can stand. Everything else negotiates within that. Previs is second because it converts those limits into geometry other people can work against, which is what unblocks the parallel work. The two surface disciplines, projection mapping and LED, then divide the job of actually carrying the image. Art direction sits above all four and decides what they are all aiming at.
Why the order matters more than the disciplines

Every one of these trades can be executed well and the show can still fail, because the failures in live visuals are almost never failures of skill. They are failures of sequence.
Content is authored against geometry. Geometry comes from the model. The model is only accurate if the physical design is frozen. And the physical design cannot be frozen until somebody has confirmed that the venue will carry it. Break that chain anywhere and the work downstream is provisional, which means it will be done twice.
The most expensive version of this is a scenic change after content has started. A small change can be absorbed by the warp; a real one means re-authoring, and content is the slowest thing in the room. A designer who receives the model two weeks early costs a fraction of one who receives it on site, and the difference is not talent.
Where each discipline hands over
Stage architecture gives everyone else their budget: weight, hang points, span, and the positions from which anything can be aimed. It takes almost nothing back, which is exactly why it has to be settled first. A video department that treats rigging as somebody else’s problem discovers it as a veto, usually late.
Previs is the enabling step. It produces geometry before the geometry physically exists, which is the only way six disciplines work in parallel rather than queueing behind each other. It also settles sightline arguments with evidence instead of opinion, a camera placed at a seat in the model is not a matter of taste.
Projection mapping takes the surface model and works out what image to send so that light lands where it should. It is squeezed from both sides: it needs the build frozen, and it hands a defined canvas to whoever authors content. On a surface that moves, it also needs the motion to be repeatable, which is a production decision rather than a video one.
The LED specification is decided early and constrains everything visible. Pixel pitch, physical size and weight fix the resolution and the aspect the content team draws for, and they fix what the rigging has to carry. Specify it two steps finer than the room requires and the wall looks identical from every seat while costing considerably more to buy, fly and power.
Art direction is the one most often left vacant, and it does not go away when nobody holds it; it gets decided by default, late, by whoever is loudest during load-in. Six specialists optimising independently converge on the same safe moves, and the result is competent and generic.
The three arguments that happen on every production
Projection or LED. They solve different problems and most large shows carry both. An LED wall makes its own light, survives stage lighting and reads in daylight at a festival. Projection is dark-dependent but lands on curved, irregular and moving surfaces that no panel will cover. The argument is really about which surfaces get which treatment, and it is cheap to settle in previs and expensive to settle in a room.
How much haze. Haze is what makes a beam visible, and it is also what lifts the black level of every projected surface in the building. Lighting wants more of it; video wants less. There is no correct answer, only a negotiated one, and it is arrived at by standing in the venue and looking, which is why it needs to be on the schedule rather than discovered at the end of it.
Where the desk stops. Both the lighting console and the media server can drive pixels, and both departments have an opinion about which of them owns a given moment. The arrangement that causes least trouble is an explicit written split agreed during previs. Productions that leave it implicit find out during load-in, with the clock running.
What good looks like from outside
A well-sequenced design is invisible as a sequence. What the audience sees is a picture that belongs to the object it is on, a wall bright enough for the room it is in, and lighting and video that appear to have been made by the same person. None of that is achievable at showtime; all of it is decided months earlier by people arguing about weight and geometry.
The running half of the craft (content, live operation and lighting) is covered under real-time and VJ craft, the software involved under the toolchain, and the vocabulary used throughout in the glossary. The productions that came out of this process are documented in the archive.
In this section
5 pages- CH 01 Projection Mapping Warping an image onto a surface that is not flat and will not hold still. Mesh warping, edge blending, and the calibration that has to happen again tomorrow. Read →
- CH 02 LED & Volumetric Pixel pitch, moire, and the trick of building genuine depth out of a flat wall by stacking transparent panels through the stage. Read →
- CH 03 Stage Architecture The set is a structure before it is a screen. Load paths, truss spans, and rigs designed around what fits in a truck. Read →
- CH 04 Previs & 3D Building the show in a computer before the truss goes up, because a cue found in the model costs nothing. Read →
- CH 08 Art Direction Who decides what the picture looks like, as distinct from how it is built — and why shows without an owner for it look generic. Read →
Questions
the things people ask about thisWhat is stage design in a visuals context?
It is the set of decisions that fix the physical surfaces the picture will occupy: what is built, how it is held up, how large it can be and where light can reach it from. The content team inherits all of it, which is why these four pages sit ahead of the others.
Which discipline should come first?
Stage architecture, without exception. It sets the weight budget and the hang points, and every other decision is downstream of both. Previs should start immediately after, because it is what lets the remaining work happen in parallel.
Is projection or LED the better choice?
They solve different problems. An LED wall makes its own light and survives daylight and stage lighting; projection is dark-dependent but lands on curved, irregular and moving surfaces no panel covers. Most large shows carry both.
How early do these decisions have to be locked?
Earlier than feels comfortable. Content is authored against geometry, so a change to the set after content starts means re-authoring, and content is the slowest thing in the schedule.