28K XR GAMESCAPE
Beyond the frame. Into the experience.

PUT THE AUDIENCE INSIDE BATTLEFIELD.
For the Battlefield reveal event in Los Angeles, the brief was to immerse guests in the playable feeling of Battlefield using Nant Studios’ large-scale virtual production environment.
The resulting Gamescape combined a 28K visual canvas, a physical military vehicle, programmable motion and real-time game-world thinking into a ride-like experiential activation.
THE AMBITION ARRIVED BEFORE THE PIPELINE.
The core idea crossed systems that were never designed to work together cleanly. Battlefield ran in Frostbite while the XR stage operated through Unreal-based virtual production infrastructure. Motion-platform data, game content readiness and the scale of the display introduced technical and production dependencies from every direction.
The project needed a production plan that could evolve as the technical solution evolved.
SCOPE THE IMPOSSIBLE. THEN MAKE IT EXECUTABLE.
I scoped the activation with Brand and Events, helped map technical approaches with the stage and production teams, and translated an ambitious experiential idea into practical production pathways.
We evaluated how programmable motion platforms could communicate with the experience, explored Unreal-based solutions, and continually reworked the plan around the realities of the game build and reveal timeline.
NEW TOOLS. SAME PRODUCING PRINCIPLE.
Emerging technology changes the tools, but not the core job: understand the creative ambition, identify the real constraints, bring the right experts together, and build a path from “what if?” to something people can actually experience.
The best production problems are the ones where nobody knows the answer yet.