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PDF II // Technical Overview

Production
Pipeline

Workflow, software platforms, and façade-mapping methodology.

Strangeloop Studios // BLINK Cincinnati, October 2026

Workflow Philosophy

Architecture as first principle.

Every phase of our pipeline begins from one primary input: the actual geometry of the Music Hall's façade. Rather than design visuals first and conform them to the map, we would model the building first, light its surfaces in 3D, and coax forth our thematic elements based on what the architecture itself invites creatively.

Principle 01

Geometry First.

A map of the façade is the project's source of truth. Every render and composite is keyed to that plate.

Principle 02

Hybrid Rendering.

Multimple render engines are used in parallel: Notch and TouchDesigner for simulations and audio-reactive look-dev; Unreal for cinematic 3D and architectural matte work. Outputs converge in compositing.

Principle 03

Score-Locked Timing.

The piece is cut to the CSO recording of Copland's Fanfare from day one. Every transition, every swell, every held beat is articulated before being committed to a final render.

Software Stack

Four Platforms, One Pipeline.

01 // Real-Time Look Dev

Notch

Parametric, audio-reactive scenes

Generative content, particle systems, audio-driven look-dev. Notch carries the live, breathing quality of the piece. Outputs are pre-rendered for the composite, captured as lossless high frame-rate renders.

02 // Cinematic 3D

Unreal Engine

Architectural scenes + matte work

For the prairie horizon, the steel construction climb, and the tunnel-perspective inversion. Lumen-rendered architectural matte paintings, Niagara particle systems for sparks and pixel-streams. 

03 // Supplemental Render

TouchDesigner

Real-time render layers, where useful

Used selectively as a supplemental real-time render layer alongside Notch when a scene calls for it. Outputs feed back into the compositing pipeline as additional plates. 

04 // Compositing + Finish

Adobe Suite

After Effects, Premiere, color

After Effects compositing, layer integration of Notch and Unreal passes, beauty work, light-spill control, and final color and grade. Premiere for assembly, timeline, and master output.

Production Pipeline

Concept → Render → Composite → Map

01 // CONCEPT 02 // RENDER 03 // COMPOSITE 04 // MAP Treatment Storyboards Score sync timeline Notch / Unreal 4K source render EXR / ProRes 4444 After Effects Layer integration Color + grade On-Site Calibration Façade map + calibration On-site, with us INPUTS INPUTS INPUTS INPUTS Copland CSO recording Music Hall references Cincinnati history reads Façade plate Style frames Audio-reactive curves Render passes Music timeline Color reference Final master file Projector specs Festival projection setup
Concept inputs at left. Final calibrated playout at right. Geometry plate is shared across all four stages.
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