Electric City: New Dimension — Full Stage
Portfolio — Video Design & Direction
Electric CityNew Dimension
Jamie Shaw
Video Designer & Director
Full video design for a large-scale LED spectacular, delivered as sole Video Designer & Director across pre-production, production, and delivery.

The Scale
of the Project

Electric City: New Dimension is a 50-minute live dance and circus spectacular, built around a fully designed LED environment spanning three main screens, an integrated pixel grid throughout the stage set and LED costumes and props that blur the line between performer and stage.

The production runs as a fixed-venue residency across all three Butlins sites — Minehead, Bognor Regis and Skegness — comprising around 40 shows per year over a two-year run. Every element of the video design from initial concept through to final delivery was built by Jamie Shaw.

Client: The Production Boutique
Venue / Presenter: Butlins

Costume and prop LED sequencing: Dreamtech Entertainment

~80
Days of Production
Pre-production through final delivery
~50
Minute Show Runtime
Continuous, no interval
~40
Shows Per Year
2-year residency / 3 venues
3
Main LED Screens
5m × 3m each + 5 embedded pixel grids
~500
Total Cues
Musicality, choreography, narrative, colour
72
Track Changes
Within a single 50-minute performance
6
Primary Tools
Across the full production pipeline

Video Designer
& Director

Commissioned by The Production Boutique, Jamie Shaw has served as the sole Video Designer & Director across the Electric City series since its inception in 2020. Each iteration has expanded in technical scope and creative ambition: EC3 is the most complex version of the concept to date — introducing three independent main LED screens for the first time, significantly expanding the embedded pixel infrastructure, and requiring the visual world to be designed as a unified composition across a split, multi-surface canvas.

2020 — EC1
Electric City
Electric City (EC1)
Original concept. An electric city backdrop with gamified visuals and abstract expressions. LED costumes and props present from day one.
EC2 — Electric Wonderland
Electric Wonderland
Electric Wonderland (EC2)
Full redesign set in a funfair world. Developed stage set introduced pixel grid fixtures for the first time.
2025/26 — EC3 ← Now
New Dimension
Electric City: New Dimension (EC3)
Three independent main screens. Increased pixel infrastructure. A visual world rebuilt from the ground up — the most technically ambitious iteration to date.

Key Evolution — EC3 Distinction

EC3 introduced three separate main LED screens for the first time, requiring the visual world to be designed and spread across a split canvas — a fundamentally different compositional challenge. The role has encompassed full creative and technical ownership at every stage, from establishing the visual language of the show in pre-production through to pipeline build, content creation, and final delivery.

Building a World
From the Ground Up

The centrepiece of Electric City: New Dimension is the City — a fully designed, three-screen urban environment set in London, built to serve the show across multiple narrative eras. Rather than a single static backdrop, the City was constructed as a layered compositing system: high-quality path-traced renders at its foundation, with animated lighting, mattes and special elements on top.

Electric City: New Dimension — Three-Screen Panorama Three-Screen Composite — Stage Right · Centre · Stage Left
Stage Right — Electric Palace
SR — Electric Palace
Centre Screen — Upstage Cityscape
CS — Upstage Cityscape
Stage Left — Starlight Lounge
SL — Starlight Lounge

Path-Traced EXR Foundation

Locked-off cameras enabled a shift away from real-time rendering for the base layers, towards path-traced 32-bit EXR stills rendered in Cinema 4D. This allowed a far greater number of individual light sources — complex multi-source lighting setups, wet road reflections, and detailed window illumination that would be computationally prohibitive in real time.

Notch Matte System

A duplicate Notch build was created for each screen in which a single core material was connected to every surface in the scene. Piping generative textures into this material produces unique, scene-accurate mattes that animate specific areas of the image — windows, surfaces, architectural details — without re-rendering the base.

Era Flexibility

The City is designed to work across three eras — 1940s pre-war, 1970s/80s, and present day — without full redecoration. Architecture was selected to sit credibly in all three periods; colour and pattern design carry the era-specific differentiation.

Lighting Integration

All lighting patterns within the City were built to mimic the visual language of live event lighting, so that when viewed alongside real stage lighting in the venue, the screen world reads as a natural extension of the physical environment rather than a separate layer behind it.

Lyrics Wall Lyrics Wall
Lighting Layers Lighting Layers — City Base Look
Globot / Space Globot / Space
Extra Looks Slideshow Extra Looks Slideshow — Three-Screen Composite
Disco Disco
Black & White B&W Look
Colour Change Colour Change
Lightning Lightning
Musical Patterns I Musical Patterns I
Musical Patterns II Musical Patterns II
Musical Patterns III Musical Patterns III

Designing for
the Hardware

Creating content for a live LED environment demands a fundamentally different approach to screen-based design. Every creative decision — composition, colour grading, motion speed, contrast — must account for the physical characteristics of the hardware: pixel pitch, brightness response, viewing distance, and the way LED panels render colour differently to a monitor.

  • 3 × main screens (5m×3m each) — principal canvas, designed as a unified three-panel composition
  • 5 embedded pixel grids — integrated into the stage set; content designed for their pixel density and context
  • Unified canvas approach — all three main screens treated as a single compositional space
  • Pixel-accurate delivery — all content built to exact pixel dimensions and tested against previz before stage
  • Surface-specific design — pixel grid content developed separately, accounting for differing pitch, brightness and viewing distance
Pixel Map Translation — Face-Value to Previz Face-Value Pixel Map → Delivery Map → Previz

Custom HLSL Pixellation Shader

One pixel grid presented a unique technical challenge: pixels were embedded behind a brick wall artwork, with each pixel mapping to an irregular surface of bricks, ledges and window panes of varying sizes and positions — not a standard uniform grid. No off-the-shelf solution existed. A custom HLSL shader was written: every brick, ledge and window pane across the surface was individually mapped — its size and position defined in arrays — so that content playing across the grid would resolve correctly against the physical artwork, with each irregular cell receiving its portion of the image cleanly. The result: a fully functional, visually coherent pixel surface on a structurally non-uniform display.

HLSL Shader Code — Brick/Ledge/Window Array Mapping HLSL Array — Brick / Ledge / Window Mapping
Brick Wall Pixel Grid — Physical Stage Surface Brick Wall Pixel Grid — Physical Stage Surface

Screen Layout & Stage Diagram

Diagram showing the three main screens and five pixel grid positions across the stage set — their physical dimensions, relative positions, and pixel pitch specifications.

Stage Layout — Three Main Screens + Five Pixel Grid Positions
Stage / Screen Layout Diagram

One Pipeline,
End to End

Every element of the video design was produced within a single integrated pipeline — from 3D asset creation and rendering through to compositing, editorial and final delivery — managed entirely by one person across six primary tools. The pipeline was shaped by the specific demands of each deliverable type, with bespoke bridging solutions built where standard workflows fell short.

KitBash 3D asset prep CSV Cue Data ~500 triggers Notch + Resolve Resolume Pixel grid · HLSL render environment Notch Primary builder · 90% 3D · FX · type · abstracts After Effects 8K map → 4K canvas bridge + compositing DaVinci Resolve Edit · colour · output main outflow QLab Delivery + playback MIDI · stage boxes Tool connection Data input Primary node
Notch
Primary Production Environment
3D world, lighting, FX, typography, abstract elements. ~90% of all content built here. Custom HLSL shader authored within Notch.
Blender
Asset Preparation
Geometry cleanup, UV optimisation, window replacement for material control, micro prop assembly for street-level decoration.
Resolume
Pixel Grid Render Environment
Used as content creation and render environment for pixel grid outputs. Hosts the HLSL shader block for brick wall surface mapping.
After Effects
Pixel Map Bridging & Compositing
Manages translation between 8K face-value pixel map and 4K edit canvas. Keying, rotoscoping and select graphics.
DaVinci Resolve
Editorial & Colour
Full show edit from combined 4K canvas. Colour and sequence decisions made holistically across all outputs simultaneously.
QLab
Delivery & Playback
Press-and-play delivery. MIDI triggers to local media boxes on stage, driving pixel grids, LED costumes and LED props.
Notch Node Graph Notch Node Graph — Block Build
Notch Node Graph — Extended View Notch Node Graph — Extended Build View

Delivery Scale

Final delivery comprised 10 separate output files per scene across 9 scenes — one file per output, with the brick wall pixel grid requiring 3 split files due to its non-standard geometry. Total: 90 individual output files. QLab triggers MIDI to local media boxes on stage, which independently drive the pixel grids, LED costumes and LED props — including juggling equipment, hoops, staff and cyr wheel.

The System
Behind the Show

~500 cues, 72 tempo changes, 50 minutes, 1 story

A production of this scale — 72 musical track changes, choreographed performer interaction, colour direction, narrative cues and pixel grid triggers across a 50-minute show — cannot be managed by intuition alone. Behind the visual work sits a precision data management system, built collaboratively with the show producer and choreographer, and adapted into the specific formats each tool in the pipeline required.

  • ~500 total cues across the show
  • 72 musical track changes within a single 50-minute performance
  • ~200+ discrete audio micro-sections after structural splitting in Resolve
  • ~100 unique graphic looks required across the full cue structure
  • 3 collaborators managed through a single shared data system
Google Sheets
Master cue document — shared with producer and choreographer. Single source of truth for music structure, mood, tempo and choreography data.
Frame.io
Previz review and timecoded feedback. Comments exported periodically back into the master spreadsheet.
CSV Markers
Spreadsheet data reformatted for direct import into Notch and Resolve as timeline markers. Eliminates manual entry across dense cue structures.
Resolume
Look-per-column system — each audio section mapped to a visual column. ~200 columns defined; ~half required unique graphic work.
Show Cue Sheet — 500+ Cues Master Cue Sheet — 500+ Cues Across the Show
Resolume Composition — Column Structure Resolume Composition — Look-Per-Column Structure

Where the
World Begins

The visual world of Electric City: New Dimension didn't begin in software — it began in conversation. Commissioned from the outset of the production process, Jamie Shaw was involved in the creative development of the show from its earliest stages: interpreting a formal brief from The Production Boutique, developing the scene narrative and visual language in collaboration with the producer, and making the foundational design decisions that would define the show's identity.

01

Formal Brief

The Production Boutique provided dramatic intent, emotional arc and key show moments — including a 1940s black-and-white opening that builds to full colour, and the overall show arc.

02

Scene Narrative Development

Each scene developed with a written brief in Notion before production began — visual intent, mood, palette direction and the relationship between screen content and live performance locked before build began.

03

Style Frames & Composition

Early style frames confirmed the anamorphic perspective, the SR/SL split identity, and the era-flexibility approach before any 3D work began.

04

Pre-Resolved Pipeline

Rendering approach, Notch matte system and pixel grid strategy all established during pre-production. The 80 days of production work were built on a resolved creative and technical foundation — not discovered in progress.

Style Frame I Style Frame I
Style Frame II Style Frame II
Scene Narrative Development — Notion Scene Narrative Development — Notion

What You're
Hiring

01

World-Building at Production Scale

A fully designed, multi-screen environment built from concept to delivery — with the creative and technical depth to serve a two-year, three-venue run.

02

Musicality as a Design Principle

Visual content designed not just to accompany music but to respond to its structure, energy and emotional arc — across 72 track changes, ~200 audio micro-sections and 500+ cues in a single show.

03

End-to-End Pipeline Ownership

From Blender asset prep and Notch rendering through pixel map bridging, editorial and QLab delivery — one person, no handoffs, no gaps.

04

Bespoke Problem-Solving

Custom HLSL shader for a non-standard pixel surface; path-traced EXR compositing for rendering quality beyond real-time limits; CSV timeline tooling to manage cue density at scale.

05

Collaborative Creative Leadership

Working from a producer's dramatic brief to deliver a fully realised visual world — translating intent into execution across a long-form, iterative production relationship.

06

Sustained Delivery

80 days of production, 90 output files, a two-year residency. This is not a one-off project but a long-term creative and technical engagement delivered to broadcast standard.

Jamie Shaw brings together creative world-building, technical precision and musical intelligence in a way that is rarely found in a single collaborator. If your production requires a visual world that genuinely enhances the live experience — not just accompanies it — this is the work that demonstrates what that looks like.

Let's Build
Something

If you're developing a production that demands a high level of visual design — whether that's a large-scale live spectacular, an immersive environment, an LED-driven performance or anything in between — get in touch to discuss what's possible.

Phone 07411 314 522
  • Large-scale LED world design and multi-screen composition
  • Real-time and rendered content pipelines (Notch, Resolume, Cinema 4D, Blender)
  • Pixel grid and non-standard surface design, including bespoke shader development
  • Musical and choreographic cue design — visual systems built to respond to performance
  • End-to-end production pipeline management — pre-production through final delivery
  • Long-term creative partnerships with producers, directors and choreographers
Electric City: New Dimension — City Scene