Technology

Physics and budget: why previs is pulling lighting and video together

At a PLASA 2017 panel on video as light, Shannon Harvey explained why simulation, real-time content and mixed teams matter more than any single tool.

By Guests on AirPublished 10 October 2026
Panel of lighting and video designers speaking at PLASA 2017
Based on the source

'Video For Light' - PLASA 2017

Video from Nina Dunn.

Generated from the canonical interview transcript and validated against source data by Guests on Air.

How does previsualisation help lighting and video designers work together?

Previsualisation lets lighting and video designers test a whole show in an accurate virtual model before they reach the venue, when time is cheap. Shannon Harvey argued that treating every light and screen as a surface or source, rendering content live, and mixing artists, programmers and architects gives teams more choices late in the process.

Lighting and video used to sit in separate departments, with separate crews and separate budgets. At a PLASA 2017 panel chaired by video designer Nina Dunn, a group of designers asked whether video could replace lighting, and most of them answered that the real story was collaboration, shared tools and a single picture of the whole show.

Shannon Harvey joined the panel as the visual production course leader at Backstage Academy. He described a working life built around previsualisation, saying he spends much of his professional time making simulations of live shows, accurate down to the millimetre, so that automation, lighting and video can all be tested in one virtual world before anyone arrives on site.

His contributions returned to three practical ideas. Plan the show while planning is cheap. Treat every fixture and screen as just another surface or source of light. And build teams from people with very different backgrounds, because the tools are merging faster than job titles. Each idea speaks to designers working at any scale or budget.

Key takeaways

  • Previsualisation moves expensive decisions into the cheap part of a project, long before the crew arrives at the venue.
  • Treating lights, projectors and LED screens alike as surfaces and sources makes collaboration between departments far easier.
  • Real-time rendering lets designers keep changing content late in technical rehearsal instead of waiting on long render times.
  • Strong show teams mix fine artists, programmers, lighting designers and architects who learn what each other needs.

1. Plan the show while time is still cheap

Asked how much he relied on previsualisation, Shannon Harvey said his entire workflow is built around it. Alongside teaching, he described his professional work as making video games for a living, except that those games are precise simulations of live productions, covering everything from stage automation to lighting and video inside one shared virtual model.

The reason is simple economics. Time in a rehearsal room or a venue is the most expensive time on any production, while time spent in a simulation costs very little. He argued that designers should use the period when they are not yet on site to work out how every element will come together, so the workflow is better before the crew arrives.

He also saw previsualisation as a meeting point. As lighting and video tools converge, the same virtual model becomes the place where different departments test ideas together. Problems that once surfaced late in technical rehearsal can be spotted and argued over on screen, which brings the collaboration process closer and makes the final show feel like one design rather than several.

2. Every light is a surface or a source

Shannon Harvey recalled a London conference roughly fifteen years earlier where lighting people discussed controlling media servers and projectors from lighting consoles. A few years later the conversation had flipped, with video people talking about controlling lighting. He saw this swing between departments as a sign that arguing over who controls what misses the more useful question for a design team.

His own answer was to treat everything as surfaces and outputs. A pixel and a lamp are both sources of light, and an LED screen and a projector are both ways of putting light onto a surface. Once a designer understands how those surfaces and sources behave, the line between lighting and video matters much less than the effect on stage.

He passes a blunt rule on to his students. Every project is governed by two things, physics and budget. With enough money, many physical problems can be solved, but no amount of physics will solve a shortage of money. That framing keeps ambition grounded and explains why careful planning, rather than the most expensive kit, so often decides what reaches the stage.

Shannon Harvey
“I tell my students that basically there are two things that are the rules: physics and budget.”
- Shannon Harvey
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3. Real-time content and mixed teams

When the panel turned to generative content, Shannon Harvey disagreed with the idea that it was a niche concern. He argued that computing power had reached the point where video designers no longer needed to render everything in advance, and that this changes the way content is made for live performance, especially on large shows.

He gave the example of a show the previous year using 4K projectors with content around sixteen thousand pixels wide. Instead of rendering long movie files, everything was generated live, and he built the content in less than two weeks. The bigger gain, he said, was being able to make design choices late in the process rather than waiting on a render farm.

He wanted that flexibility to reach lighting too, picturing a lighting desk controlling the time of day or the direction of the sun inside a live 3D scene. That vision shapes how he recruits for his course, looking for fine artists, computer programmers, lighting designers and architects, and expecting each of them to learn what the others need to make better content.

About Shannon Harvey

Shannon Harvey, podcast guest

Founder & AI Safety Researcher

15+ years Founding and leading studios and research initiativesApple TV+ Virtual production leadership on Silo and HijackProduction Park Established its research labReflection Labs Founder, independent governance for human-facing AI

Shannon Harvey is a founder, researcher and innovation leader focused on AI safety, human behaviour and responsible technology. He is currently developing research and practical testing frameworks to help companies identify and reduce the emotional, psychological and social risks created by human-facing AI.

With 15+ years of experience spanning technology, immersive media, live production, research and academia, Shannon brings a unique perspective shaped by both systems engineering and a background in performance. He has led complex technical and creative projects, including virtual production for Apple TV+ productions such as Silo and Hijack, research at Production Park, and platform adoption work with disguise. He was also Course Leader for the BA (Hons) Visual Production degree at Backstage Academy, now the Academy of Live Technology.

Shannon originally trained and performed as an opera singer before moving into theatre, and large-scale live production. His experience of performance, audience interaction and safety engineering has shaped the way he thinks about AI: particularly the importance of understanding context, vulnerability, trust and what can happen when systems behave unexpectedly.

His current research explores the often-overlooked side of AI safety - what happens when people trust, depend on or emotionally engage with AI systems, particularly in high-trust and vulnerable situations.

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