Road Test: Strong Technobeam, page 40 - PLSN.com
Road Test: Strong Technobeam, page 40 - PLSN.com
Road Test: Strong Technobeam, page 40 - PLSN.com
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FEATURE<br />
PROJECTION LIGHTS & STAGING NEWS<br />
lighting the action for video games live<br />
The orchestra plays video game themes ranging from Tetris to Halo 3.<br />
By DanDaley<br />
When you watch a performance of<br />
Video Games Live, the touring orchestral<br />
show of music from video<br />
games, now in its third season, you get a bit<br />
of a history lesson. “They start out with the real<br />
classics, like Donkey Kong and Tetris, some of<br />
which had only two or three colors in the entire<br />
game,” says Heath Marrinan, LD for Video<br />
Games Live. “As it goes through the night, the<br />
lighting begins to blend more with the video.<br />
We choose color schemes that reflect those<br />
of the games themselves, and the cues follow<br />
the dynamics of the music and the action on<br />
the screen. It can be sweepy and soft as you<br />
watch a guy cruising in an airplane on screen;<br />
then he jumps out and starts shooting a machine<br />
gun. I’ve never lit a symphony orchestra<br />
shredding on Halo 3 before.”<br />
But there is structure, says Marrinan. In<br />
laying out the show’s lighting design he had<br />
to keep the hardware <strong>com</strong>pact and adhere to<br />
show co-developer Tommy Tallarico’s dictum<br />
that no one element overshadow another in<br />
the program. “Tommy’s very into production<br />
and he wants the show to be an overall experience,<br />
not a music experience with lights and<br />
video or a video experience with music and<br />
lights. Just like a video game, he wants it to be<br />
a total experience.”<br />
The hardware is indeed <strong>com</strong>pact. Marrinan<br />
laid out four 15-foot lighting towers, each with a<br />
Vari*Lite 3000 Spot, a PixelRange PixelPar 90 fixture,<br />
an ACL bar and a PixelLine 1044 LED ministrip.<br />
A pair of <strong>40</strong>-foot trusses <strong>com</strong>plements<br />
the towers. The upstage truss has six VL3000s,<br />
split three on the far ends of the truss to allow<br />
a 20-foot gap for the video screen and a set of<br />
PixelPar 90s to tone the truss. The downstage<br />
truss holds six more Vari*Lite 3000 Spots and<br />
two PixelPar 90 fixtures, seven Lekos (four to<br />
light the choir, two to illuminate conductor and<br />
Video Games Live co-founder Jack Wall’s podium,<br />
and one for a featured vocalist) and two<br />
9-lamp omni-directional Mole Fays to light up<br />
the audience. There are four more ACL bars on<br />
the stage floor, and an MDG Atmosphere APS<br />
High-Output dual-output fogger adds haze.<br />
The lighting design, worked out on ESP<br />
Vision software at Video Games Live’s lighting<br />
vendor Theatrical Media Services (TMS)<br />
in Omaha, hews closely to the music, though<br />
for the first two seasons the cues for each song<br />
were manually triggered using the video start<br />
as the signal. Within each song, Marrinan programmed<br />
an average of two dozen individual<br />
cues that he says were flawlessly synched with<br />
the music thanks to the click track fed to the<br />
orchestra through small earphones from a<br />
hard drive at the FOH position. The cues were<br />
programmed using the Learn Time feature on<br />
the Flying Pig Systems Wholehog 3 console<br />
that travels with the show. However, this year’s<br />
The firing button is in the shape of an explosives<br />
plunger. “Just try getting it through airport<br />
security,” says Tommy Tallarico.<br />
production will use SMPTE timecode generated<br />
by a Doremi media server newly added<br />
to the show’s technical <strong>com</strong>plement.<br />
“We get a ton of looks out of a relatively<br />
little amount of gear,” says Marrinan. “We’re<br />
playing mostly small and mid-sized, kind of<br />
cozy venues, and we’re able to use what we<br />
have to really shape the stage.”<br />
Tracking “Reality”<br />
<strong>PLSN</strong><br />
Tracking Synchronizing “Reality” via eyeball isn’t the only plsn trick<br />
Video Games Live has used to stay on budget.<br />
When audience members are brought up on<br />
stage to play a round of Space Invaders on the<br />
projection screen — with the orchestra following<br />
Wall’s lead based on where the play is taking<br />
them — Tallarico hands them a remote-control<br />
firing button and a T-shirt with a luminescent<br />
green Space Invaders logo<br />
on the back and tells the<br />
contestant that he’ll be<br />
“tracking the game” as he<br />
moves about on stage. In<br />
reality, Tallarico has rigged<br />
a Sony PlayStation2 game<br />
console that video designer<br />
Mike Runice is operating;<br />
Runice follows the bright<br />
logo on the player’s back<br />
to keep the screen properly<br />
positioned. “I’ve had<br />
some very good players<br />
up there who can wipe out<br />
the entire first screen and<br />
get to the second level,”<br />
says Runice. “But in general<br />
it’s a lot more challenging<br />
to play a video game on a<br />
screen that’s 19 feet wide.”<br />
But the firing button — in<br />
the shape of a cartoonish<br />
explosives plunger (“Try<br />
getting that through airport<br />
security!” quips Tallarico)<br />
— is definitely under<br />
the player’s control, hardwired<br />
with 100 feet of cable<br />
running to the master<br />
PS2 console.<br />
Projection<br />
<strong>PLSN</strong><br />
Projection<br />
plsn<br />
Video Games Live’s video is front-projected,<br />
in pursuit of the brightest possible image to<br />
maintain the vid-game effect, says Runice, who<br />
has done video for Jack Johnson and is also<br />
the LD for Mannheim Steamroller. “We want<br />
to get it as bright as possible to make it work<br />
with the light rig,” he explains. “Rear projection<br />
wouldn’t have as good an off-axis brightness<br />
response and we don’t have to throw as many<br />
lumens at it to get a good image.”<br />
Video Games Live uses a pair of Sanyo XF<br />
46 12K LCD projectors showing on to Screen<br />
Works screens that range from 12 by 16 feet<br />
to 15 by 20 feet, depending upon the size and<br />
configuration of the venue’s stage area. A DVD<br />
Tommy Tallarico, Video Games Live co-developer.<br />
This year’s production will use SMPTE timecode to trigger lighting cues.<br />
Link from the Zelda series is one of the many recognizable characters appearing during the<br />
production.<br />
player originally fed them, but the widely varying<br />
nature of the venues led Tallarico and Wall<br />
to burn new DVD content for each show to allow<br />
for changes in songs and sequences. The<br />
move to the Doremi hard drive system now<br />
lets them select from any song on the drive<br />
and sequence it internally. “It’s be<strong>com</strong>e our<br />
overall central engine for the show,” he says.<br />
What’s less predictable is where the projectors<br />
will be rigged at each show. “That literally<br />
changes at every venue,” says Runice, who<br />
will sometimes fly them from a central truss or<br />
on the main floor. At times he has to co-opt<br />
space adjacent to the FOH position. “But I have<br />
to make sure the fan noise doesn’t interfere<br />
with the [FOH mixer] Matt Yelton’s ability to<br />
mix the show,” he says.<br />
36<br />
<strong>PLSN</strong> MARCH 2008<br />
www.<strong>PLSN</strong>.<strong>com</strong>