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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>

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