
Every programmed show has a shape: a crystalline structure of powerful technologies and frame-tight margins of error, with time flowing through it. Building that structure, deciding when and then how, is our principal creative contribution to what the audience perceives as the straight line of the narrative. The shape is made of timelines, layers, and cues, but also of operational methods and contingency plans. We mostly don't see it until all the bits are laid out, and we rarely get to compare our shapes and patterns with anyone else. Most of our vocabulary is borrowed from neighboring crafts (look, cue, and preset from lighting; the timeline from editing; layers from compositing), and every team fills the gaps with its own private slang. This session is a working room, not a lecture. After a short framing on pattern languages and a few worked examples you can explore in an interactive sandbox, most of our three hours belongs to your shows: in small groups you'll draw out the shape of a show you know well, then we'll put the shapes on a wall, compare them, and look for the structures the room keeps reinventing. Those patterns are the point. We'll try to catch the language we already almost share. If the way you build shows has ever felt like knowledge that can't be easily explained, this is an attempt at fixing that, together. Location Details coming soon….
Overview Using TouchDesigner and an ESP32 Board, participants will create a wireless system that takes the video off screen and turns it into physical pixels. Live video is downsampled to a 16×16 grid, sent over WiFi, and rendered on an LED matrix. From there, we will experiment with different ways of closing the loop and get the signal back home: a light sensor, a camera, a button. Back in TouchDesigner we will trigger actions like recording, image postproduction and sounds. The workshop introduces physical computing and networking as tools for experimenting with pixels and video. What participants leave with A working DIY system: hardware & software. knowledge of physical computing basics. Basic knowledge of networking protocols within Touchdesigner. Tools to troubleshoot. Inspiration and a fun experiment. Requirements This workshop is made for participants interested in exploring physical computing as a way of experimenting with moving images and pixels beyond the conventional screen. No previous experience with physical computing or Touchdesigner is required, although some familiarity with both will be helpful. • A PC or MAC Computer • The latest build of TouchDesigner installed • The latest build of Arduino IDE installed • 3-Button Mouse recommended Location Details Coming Soon…
Join Rich Porter of The Hive School for an afternoon of coding and media control. Full Details Coming Soon….
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For decades, iMag was simply a practical tool to magnify artists on isolated side screens, but the landscape of live video design is undergoing a radical shift. In this session, we will explore how we are moving live camera feeds directly into the DNA of our stage designs, treating the live signal as a raw, generative building block rather than just standard magnification. Using case studies from our recent tours with Joji, Zayn, and Laufey, we will unpack the technical realities of blending tools like disguise, After Effects, TouchDesigner, and Notch to create dynamic, camera-driven worlds. We will also discuss how bringing the camera to the center of the stage fundamentally changes the creative dynamic and collaboration between video designers and camera directors. Join us to see how rethinking real-time technology allows us to keep the audience's focus exactly where it belongs: center stage with the artist.
Time and synchronization in live shows and events – how we got here and a discussion on where to go. Timing has and always be critical to shows and events. As events increase in scale and new technologies come into play, how do we manage the coordination of time? We examine a brief history of the timing of events and look forward with a discussion of possibilities on how we might evolve to incorporate new technologies, including IP networks and PTP, while being able to manage the various disciplines, systems and the dynamic nature of events going forward. Topics covered include: event timing and synchronization concepts (including in software and compute systems), genlock, PTP, GNSS.
Museums have spent decades learning how to turn strangers into participants, using objects and moments that invite people to engage with each other, not just with the exhibit in front of them. This session takes that body of knowledge, the theory of social objects, and translates it into a practical lens for anyone designing immersive, corporate or public spaces. We'll look at what actually makes an experience participatory rather than passive, and how those same principles can be applied well beyond museum walls. The goal is a framework you can take into your own projects, whatever the budget or scale, to design spaces that generate genuine engagement between the people in them.
Agentic coding is rapidly changing how technology is designed, developed and tested – and professional video is no exception. Hosted by Nigel Sadler, this panel brings together perspectives from across the industry to explore where these tools are already proving useful, where they fall short and what they mean for the people who design, develop and deploy video technology. As coding becomes faster and more accessible, could the real differentiator shift from knowing how to build something to knowing what to build? The discussion will look beyond the AI hype to consider why understanding system behaviour, good UX and real-world video workflows remains critical. The message: don't panic! AI may change how we build technology, but industry knowledge, creativity, judgement and experience could become more important, not less
Lauren talks through methods used to design UI for complex tasks and power users, the pitfalls and problem spaces, and non-typical design challenges, using a media server workflow example to illustrate.
No matter how much a plan looks good on paper, when you're in the room it's a whole different story. In this panel the speakers share challenges that have arisen in live and immersive productions, and how experience and collaboration can turn the unexpected and unplanned into magic.
How a poem became a sound-reactive projection on a terracotta statue. In May 2026 Lightscape Ventures curated and co-produced Terra Ephemera, three projection artworks inside the world's largest collection of monumental terracotta in Kikinda, Serbia. The talk follows Ivan Solod's Little Birds, built in Manchester for a shallow terracotta bird bath he had only seen in photographs: a 19th-century poem by an exiled author, read aloud, transformed into birdsong, turned into code, projected onto rough porous terracotta. Every stage was an act of translation; the talk shows what each translation cost and what it gained.
The Virtual Production Supervisor shortage is now recognised by ScreenSkills as a specific skills gap, with pressure building in delivery-critical roles. But the solution isn't simply more training, it's structured, production-aligned experience. You cannot learn to supervise a virtual production shoot in a classroom. This year, MARS Academy partnered with ScreenSkills on a proof-of-concept job shadowing programme, placing six mid-career professionals inside live HETV and Film productions at MARS Volume over six months. All six completed the programme and wanted more, demonstrating both the demand and the value of this approach. This panel brings together a cohort participant, ScreenSkills' Head of HETV Engagement & Projects Manager and a MARS Volume Virtual Production Supervisor to explore what real production experience delivers that classroom training cannot, what happens when talent steps onto set and how the industry can create stronger pathways into virtual production roles.
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Four builders of real-time spatial narrative work compare what carries across a world tour, an online game, a feature film and a large real estate development. Moderated by Heather Fuller.
Articulating what you need so that others understand your vision is harder than most people think. Then throw in the pressures of careers, profits, and stakeholders and you have a recipe for creative death. Learn about core needs and how to use them to make work that matters with people who feel like they matter for brands that want to matter.
With a perspective gained from subcontracting across many of the industry's largest construction projects, from architectural design through to creative commissioning, we see a remarkable number of commonalities in where installation projects start to slip from the vision the client bought into. Noting how these problematic moments are modified by both budget and geography, this piece will explore precedents of how and when design teams might accept compromise, what constitutes "good" design in relation to audience experience, and how a project team can protect both their vision, and themselves, through the tendering process.
In tech-crazed times, finding balance between digital tools and physicality is becoming a mark of distinction for artists. The main principles of the Dogma.ai manifesto are meant to find this between-the-waters space.
Creative careers are built on a strange contradiction: we’re hired based on what we’ve already done, then asked to do something we’ve never done before. A portfolio can prove the past, but it can’t guarantee what happens next—trust covers that gap. Drawing on two careers that began in different creative disciplines and evolved through decades of change, Matthew Hale and Catherine Minervini explore how relationships, reputation, reliability, and the often-invisible work of collaboration create opportunity. Whether you’re just entering the industry or decades into it, this conversation asks us to consider how trust is earned, how it travels, and how we extend it to the people coming next.
Through practical examples and live demonstrations, Michael Al-Far and Maarten Francq look beyond the current generation of AI tools to examine how this shift is changing creative and technical workflows across the AV industry. If almost anything can be generated, transformed or rebuilt on demand, where does human expertise move? What remains fixed? And what does this mean for the way we design and deliver experiences?
Going beyond "screens on walls", architecturally integrated media embeds storytelling into the built environment, optimizing form and function to deliver a unique and memorable user experience. These experiential environments don’t happen in isolation - they emerge when architects, designers, engineers, technologists, and clients collaborate from the earliest stages of the project. The session explores how cross-disciplinary alignment transforms potential friction into innovation, creating media-rich spaces that leave a lasting impression. Using real-world examples, participants will see how early collaboration between client, creative, architectural, and technical teams ensures coordination and alignment on critical success factors while reducing risk and avoiding rework. In this session we will discuss: • The importance of alignment - goals, schedule/phases, deliverables, and budget(s). • Effective information exchange throughout design and implementation • Stakeholder conversations: what to have, and when. • Getting real, fast! - the power of mockups, prototypes, and client buy-in. • Common "Gotchas" and strategies for addressing them. This session invites attendees to rethink project workflows, embrace experimentation and iteration, and build stronger, more connected design teams.
Every Disguise show file hides a second layer of engineering: the plugins, scripts and custom tools that studios, integrators and in-house teams build to make the platform do exactly what their production needs. What's new is who's building it, and how they're integrating the workflows. Integrated plugin architecture and AI tools have shifted the bar; while professional software engineering expertise remains essential for robust development, these tools have significantly lowered the barrier to experimentation and prototyping for those who understand the problem well enough to describe it. Users are becoming makers. Chaired by Peter Kirkup, Disguise's Head of Innovation, the panel gathers the people building on that shift: technology partners building commercial integrations and tools on Disguise's plugin architecture and APIs, clients building their own bespoke tools for problems specific to their own workflows, and a member of Disguise's own technical team developing workflow tools from the inside. Real tools, real problems and real lessons learned. This is a session about a platform opened up.
Everyone has an opinion about AI in production. Fewer people have a changelog. This session reports findings from a series of interviews with practitioners across virtual production, XR, CG animation, VFX and games. Supervisors, pipeline engineers, content leads, producers, conducted under one constraint: no futurism. Only what has actually been put into a pipeline, what it replaced, what it cost, and what was taken back out. Interviewing across five disciplines rather than inside one turned out to matter. These fields share a pipeline shape: generate, iterate, review, approve, deliver to a display, but hit its problems in a different order and at different times. Some of what feels new in one discipline is a solved problem two rooms over. The session covers where the tooling genuinely shortened a loop, where it moved cost downstream instead of removing it, where teams reverted, and which discipline got there first. It closes with where to put your next 100 hours, and where not to.
The how-tos, and challenges, of starting MANIFEST:IO and Berlin New Media Week. Delusion requires collaboration and audacity requires structures: a lens on structure and building a decentralized approach.
Circulation, sightlines and thresholds move people through a building long before anyone hangs a screen. Then video arrives, usually late in the process, and starts making its own argument about where to look and where to stand. Architects, planners and video designers compare projects where space and pixels were designed as one thing against projects where they collided, and ask what it takes to get video into the brief at concept stage instead of fit-out.
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