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.
Theatre, opera, dance and one or two things that resist the category. Each entry lists the house, the rig and the palette it was built on, because those are the facts a producer actually needs.
Sixteen years pass in one cue. The first half is lit almost entirely from behind and above; the second admits front light for the first time.
A staging that puts the underworld above rather than below, so every descent in the text is a physical ascent into the flies.
Side light only, for fifty minutes. No front, no down, no cyc. Six booms and a great deal of argument.
A single amber special and eleven minutes of near-total darkness. The hardest thing we have been asked to light.
A pub in the west of Ireland, lit as though the only sources were the ones on stage. Practical-led, and almost nothing above.
Nine hours, no performers, no cues. A room that changes so slowly nobody sees it happen.
Selected from 214 productions since 2011. Full list on request.
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.
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.
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.
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.
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.
The building. Positions, throw distances, what the sightlines forgive, and what can physically be reached during an interval.
The drawing. Every lantern, its position, its focus and its colour, drawn to scale against the ground plan.
Hanging and cabling, usually overnight. The one stage where being wrong is expensive rather than merely awkward.
Each lantern pointed and shuttered by hand. Slow, and the point at which a plot stops being a hypothesis.
Building states in the room with the director, at the pace of the scene. This is where the design is actually written.
Timing, revision, and the discovery that the fade you loved is four seconds too long.
Two of the seven involve lanterns. The other five are why the two work.
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.
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