Lighting Design for Performance — London

We decide
what you can see

Everything on a stage is already there before we start. Lighting does not add anything to it — it selects. What the audience is given, what is withheld, and exactly when each of those changes.

214productions
61houses rigged
Opera NorthAlmeida TheatreRambertAldeburgh FestivalSadler’s WellsNorthern StageGlyndebourne TouringRoyal ExchangeÉdouard CompanyBritten SinfoniaOpera NorthAlmeida TheatreRambertAldeburgh FestivalSadler’s WellsNorthern StageGlyndebourne TouringRoyal ExchangeÉdouard CompanyBritten Sinfonia
Q126s

Selected from 214 productions since 2011. Full list on request.

Q3112s
Practice

A plot is a hypothesis
about a room

Before a single lantern is hung, the plot is a set of guesses: that this angle will hold a face at that mark, that this wash will not spill onto the cyclorama, that the boom can be got to during the interval. Half of them are wrong, and the useful half of a designer’s craft is knowing which half to check first.

We do our own drafting and our own focus. Not out of preciousness — it is simply that the person who guessed should be the one standing under it when the guess is tested.

Lighting bars and lanterns seen from the auditorium
61 houses rigged · 9 countries
Q344s

The cue is the unit,
not the picture

A lighting state that looks beautiful as a photograph is worth very little. What matters is the move: how it arrives, over how long, and whether the audience notices it happening. A four-second fade and a fourteen-second fade between the same two states are entirely different pieces of writing.

We build cues in the room with the director, at the pace of the scene. Never from a plan in an office, and never faster than the actors can be watched.

4,900 cues plotted · last five years
Q240s
The Desk

Colour adds.
It does not mix like paint.

Six channels against the same rig you have just scrolled through. Pull two faders and watch what happens: straw and steel do not make a muddy green, they make a slightly warm white, because light adds rather than subtracts. The readout is in OKLCH so you can see the hue stay put while the level moves.

Rig — 6 channels

Channels

States

Q383s
Process

Seven passes,
and only two involve lights

The order matters more than any single stage. Get the recce wrong and every decision after it is built on a room that does not exist.

01 SCRIPT

Read

The text or the score, and a conversation about what the room is for. No lighting decisions yet, and resisting them is most of the work.

02 HOUSE

Recce

The building. Positions, throw distances, what the sightlines forgive, and what can physically be reached during an interval.

03 DRAFT

Plot

The drawing. Every lantern, its position, its focus and its colour, drawn to scale against the ground plan.

04 HANG

Rig

Hanging and cabling, usually overnight. The one stage where being wrong is expensive rather than merely awkward.

05 POINT

Focus

Each lantern pointed and shuttered by hand. Slow, and the point at which a plot stops being a hypothesis.

06 CUES

Plot session

Building states in the room with the director, at the pace of the scene. This is where the design is actually written.

07 TIME

Tech

Timing, revision, and the discovery that the fade you loved is four seconds too long.

Q422sBy the Numbers
0 productions lit since 2011
0 houses rigged, in nine countries
0 cues plotted in the last five years
0days the shortest tech we have ever agreed to

Two of the seven involve lanterns. The other five are why the two work.

An empty auditorium seen from the stage during a technical rehearsal

The tech is where
the design actually gets written

Everything before it is preparation. Three days in a dark house with the director, the DSM and a production desk in row F — that is when a lighting design stops being a drawing and becomes a sequence of decisions with times attached.

Representative photograph
Q468s

Send us the script
and the ground plan

That is genuinely enough to start a conversation. Dates and budget help, but they are not the first question — the first question is what the room is being asked to do.