← ShowWorth pitch  ·  DEMONSTRATION ONLY — fake client, fake production company, invented numbers. Kestrel Robotics and Northbeam Live do not exist, and every figure here is make-believe for a ShowWorth system demo. Nothing is real and the numbers do not matter.
You are viewing the Northbeam Live production themeuse “View as” to switch
Kestrel booth establishing render
Technical production proposal / IMX 2027

Kestrel Robotics, engineered for the floor.

A 7,500 sq ft island that carries three products, an immersive centerpiece, a virtual-production volume, and a live demo program, built to run three days without a visible failure.

Prepared by Northbeam LiveFor Fieldhouse Experiential / Kestrel RoboticsLas Vegas 9-11 Mar 2027Release v1.5

One partner for the whole booth

LED, projection, media and show control, lighting, audio, rigging, and the interactive and immersive experiences, from one technical partner. Priced to the line, engineered for redundancy, run by our own crew for the three show days.

7,500 sq ft
island footprint
10
zones
528 panels
LED across the booth
13
laser projectors
16
redundant LED processors
40+
specialists, build to show
System architecture
One media brain
A central server and render pool feeds every surface in the booth and mirrors itself 1:1. Consolidating playback this way is cheaper than a server per screen and it proves, on paper, that every output has a home and a backup.
Redundancy by default
Every primary LED wall carries a backfed processor pair; sources reach surfaces through a full screen-management and routing system; show control and playback are duplicated. The design assumes a box will fail and makes sure the floor never learns about it.
One clock, one cue
Show control runs the booth as timed states, wake, demo, cycle, close, and genlock keeps video surfaces and the camera on a shared clock so nothing tears or drifts.
Clean scope line
LED, projection, media, control, lighting, audio, XR, and AV rigging are Northbeam. Structure and scenic are the agency; house power, structural rigging points, drayage, and venue labour are client direct billing with the venue. Nobody guesses who owns what.
Reliability posture. Every primary LED surface carries a backfed processor pair, driven through a full screen-management and routing system. The media and render pool mirrors 1:1 with fast failover and show control is duplicated. No single point of failure on anything a visitor sees.
Read it two ways. This is the same proposal in two skins. The Northbeam theme is our production drawing set; the Kestrel theme is the brand's own microsite. Switch with “View as”, top right.

Walk the booth

The space is organized the way a visitor moves through it. Tap a zone to jump to it.

100 ft75 ft Arrival / Portal The Fleet (x3) Cortex Room XR Volume Demo Arena Teardown Dev Bar Meeting Control

Four open aisles feed a single loop: arrive through the portal, meet the Fleet, step into Cortex, get filmed in the XR volume, watch a demo in the Arena, and talk to the team at the Dev Bar or in a suite. The control room and rigging make it run; the visitor never sees them.

Interactive plan — click any zone

Arrival & the Portal

A visitor meets the brand before they reach the aisle. A curved 3.9mm LED portal runs a slow world-model wave, an illuminated ring carries the KESTREL name across the hall, and a single desk anchors check-in without blocking the view in.

19.7 ft
curved portal width
3.9 mm
pixel pitch
20 ft
ring sign height
How it works
Why 3.9mm
At arm's length a coarser pitch shows its grid. 3.9mm holds a clean image for a visitor standing right at the portal, while still being sensible to run over a large curve.
Curved build
The portal is a ground-assisted curve on a custom frame set, not flown, so it needs no motor over the entrance and sets fast on the first install day.
Backfed
The portal carries a redundant processor pair fed from opposite ends, so the first thing anyone sees cannot go dark from a single fault.
Northbeam production visual, Arrival & the Portal
Arrival & the Portal — Northbeam production visual
Backfed LED redundancy Media out AMedia out B Processor P1 Processor P2 (bkp) LED wall Primary and backup feed the wall from opposite ends. One processor or cable failure never drops the surface.
↑ Take me back to the booth map

The Fleet — three product islands

Kestrel One, Kestrel Cell, and Kestrel Rove each get an island: a plinth, a wraparound 2.6mm LED band, a quiet spec rail, and clean light on the unit. Several times a day the islands, the canopy, and the portal run a synchronized wake sequence off one cue.

3
product islands
2.6 mm
wraparound pitch
1 cue
whole-floor wake
How it works
Per-island playback
Each island is one output from the central media pool, so the three stories stay independent but share a clock. Swapping a story is a content change, not a rewire.
The wake moment
A show-control cue fires the portal, canopy, and three islands on the same frame. Getting the whole floor to move at once is what pulls a passing aisle in.
Product light
Framing spots are focused on the unit itself with the wall behind kept dark, so the robot reads as the product and the LED reads as its world, not the other way around.
Media pool + 1:1 backup Server poolSRV 1-4 Backup pool 1:1 Portal / Canopy Arena backdrop 3 product islands Cortex blend + floor Screen mgmt+ routing One central pool feeds every surface; a mirrored pool fails over fast. Spare outputs held on each server.
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Cortex Immersive Room

The centerpiece. A visitor steps into a 24 by 24 ft room and stands inside what the robot sees: a live point cloud, object-recognition boxes, and an amber path line planning a route. Five blended surfaces, an LED floor, and synchronized audio held inside the room.

5 surfaces
seamless blend
13
laser projectors
~20 pax
per 3-min cycle
How it works
Projection, not LED
Projection gives the deep black void the world model has to float in, and a black LED wall never gets truly black. The LED is used only for the floor, where the path plan runs under your feet.
Warp and blend
Two warp/blend processors map eight projectors onto three walls and the ceiling and feather the overlaps, so the seams land outside where a visitor is looking. A ninth projector is a hot spare.
Real-time render
A render pool builds the world-model view live rather than playing a fixed film, with a 1:1 backup that can take over mid-cycle.
Contained audio
Multi-channel audio is tuned to stay inside the room so it reads as immersive without bleeding into the arena next door.
Northbeam production visual, Cortex Immersive Room
Cortex Immersive Room — Northbeam production visual
Cortex 5-surface blend 3 wall + 2 ceiling + 2 floor-fill, 1 hot spare. Overlaps blended; seams fall outside the primary view.
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XR Volume — virtual production

An interactive virtual-production stage: a compact LED volume where a visitor stands on a 2.5 by 2.5 m tracked floor inside a curved LED wall running a real-time Unreal Engine world, filmed live by a tracked camera so they appear inside it. The same technique modern film sets use to shoot in-camera VFX, shrunk to booth scale.

2.5 x 2.5 m
tracked floor
1
real-time engine
live
composited output
How it works
In-camera VFX
The curved LED wall shows an Unreal Engine environment that reacts to the camera. Because the world is really on the wall, it lights the person correctly and needs no green screen and no post.
Camera tracking
The camera's position feeds the engine, so the virtual world shifts with the correct parallax as the camera moves. Stand still and the background sits still behind you; move the camera and the world moves like a real set.
Genlock
Camera, render engine, and LED wall run on one shared clock so the wall never scans or tears on camera. This is the piece that makes it read as film rather than a screen behind someone.
The takeaway
A spectator screen shows the live composite, and the clip is Kestrel's to share. A visitor walks away having been dropped into the product's world, on video.
Northbeam production visual, XR Volume — virtual production
XR Volume — virtual production — Northbeam production visual
XR volume signal flow (in-camera VFX) Camera tracking Cinema camera Unreal render nodereal-time engine Curved LED wall Spectator composite Genlock / timecode Tracking + camera drive the engine; the engine drives the wall in real time; the same frame composites to the spectator screen. Genlock keeps camera, engine and wall on one clock.
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The Demo Arena

A raised stage with tiered seating for scheduled live demonstrations and press moments, six to eight times a day. A 2880-wide LED backdrop carries graphics and a live camera feed; a three-camera package captures the demo and hands a clean feed to the social team.

40-60 seats
tiered seating
2880 px
backdrop width
6-8 per day
live demos
How it works
Speech-first PA
The system is sized and aimed for intelligible speech in the seats without spilling onto the neighbours, on a monitored mix so a presenter is never fighting the room.
Wireless coordination
Mic frequencies are coordinated against a hall full of other wireless, with spares on standby, because a dropped mic in a press moment is the one failure everyone remembers.
Capture and hand-off
Three cameras cut to the backdrop and to a clean recorded feed. The social team gets broadcast-usable output, not a phone held up at the back.
Northbeam production visual, The Demo Arena
The Demo Arena — Northbeam production visual
Power one-line (booth) House drop* Main distro LED + processing Projection Audio / lighting Control + playback Redundant *House drop by others. Distribution, phase balance and redundant feeds on show-critical control are Northbeam scope.
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Developer Bar — Talon SDK

Where the engineers in the crowd get their hands on the product. A counter of touch workstations, each running the Talon SDK live against a simulated Kestrel Cell, so a developer can write a pick-and-place routine, run it in simulation, and watch it execute, in the length of a conversation.

6
touch workstations
1:1
staff conversations
live sim
on every station
How it works
Real work, not a demo loop
Each station runs local compute with the SDK and a physics simulation of a Kestrel Cell, so what a visitor writes actually runs. Node-graph programming lowers the barrier for people who are not roboticists.
Near-field audio
Directional speakers keep each station's audio to the person standing at it, so six conversations can happen at one counter without turning into noise.
Session reset
Stations reset to a clean state between visitors automatically, and staff run headset comms so a busy bar still feels attended.
Northbeam production visual, Developer Bar — Talon SDK
Developer Bar — Talon SDK — Northbeam production visual
↑ Take me back to the booth map

Meeting Suites

Three enclosed rooms for sales and press, each with a wall display and laptop connectivity, built quiet enough to hold a private conversation a few feet from a live demo. The acoustic build is the part that earns the room; the display is the easy part.

3
private suites
65 in
wall displays
~NR 35
target speech privacy
How it works
Barrier walls
Modular panels alone leak. Each suite wall carries a mass-loaded vinyl barrier core, the single cheapest thing that actually stops speech from carrying, learned the hard way on past booth builds.
Seal the gaps
Sound follows the smallest gap. Door gaskets and sealed panel joints matter more than wall thickness; an unsealed door undoes an expensive wall.
Sound masking
Ceiling-line emitters add a low, shaped background sound that covers the residual, so a conversation reads as private even though the room is not a recording booth.
Aim the subs away
The arena subwoofers are pointed away from the suites; low frequency is the one thing a modular wall cannot hold, so the fix is at the source.
Meeting suites — plan + acoustic build SUITE 1SUITE 2SUITE 3 Display wall Meeting table Sound-masking emitter Sealed / gasketed door Walls: modular panel + mass-loaded vinyl barrier core. Sealed door gaskets, masking emitters at the ceiling line, arena subwoofers aimed away from this side of the booth.
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The Teardown

A single Kestrel One, exploded and suspended, rotating slowly under focused light so the hardware stack reads from every side: shell panels floated off, actuators, battery, sensor head, and boards laid open. It is the confident counterpoint to the noise of the arena, the machine opened up with nothing to hide.

1
real production unit, opened up
40+ parts
exposed and labelled
360 deg
walk all the way around
How it works
What it is
An exhibit that turns the product's credibility into something you can walk around. Trade-show visitors trust a company more when it will show them the inside, and most will not.
Motion and safety
A load-rated turntable drives the slow rotation on redundant suspension with safeties; nothing over a visitor's head hangs on a single point.
Reveal light
Feature lighting is focused per layer so the eye is led through the stack, and a caption rail names each part as it comes round.
Northbeam production visual, The Teardown
The Teardown — Northbeam production visual
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Technical Control Room

The room the visitor never sees. Show control, the media and render pool, the screen-management and routing system, and comms live here. Redundancy is the whole point: every show-critical surface has a defined backup and the whole booth runs off one cue system.

1:1
mirrored media pool
full
screen mgmt & routing
0
single points of failure
How it works
A routing system, not just processing
The walls are driven by a full screen-management and routing system, so any source can reach any surface and the layout can be re-patched live. It is not a fixed processor bolted to one wall.
No single point of failure
Backfed pairs on primary walls, a mirrored server pool with fast failover, and duplicated show control. Any one box can die mid-show without the floor noticing.
Monitored
Signal, network, and playback are watched from one position, so a problem is caught on a meter before a visitor catches it.
Media pool + 1:1 backup Server poolSRV 1-4 Backup pool 1:1 Portal / Canopy Arena backdrop 3 product islands Cortex blend + floor Screen mgmt+ routing One central pool feeds every surface; a mirrored pool fails over fast. Spare outputs held on each server.
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Overhead Rigging

The halo ring, the canopy, the portal support, and the AV grid all hang from the ceiling. About 380 feet of truss carries the LED, lighting, and speakers, lifted on the venue's hoists. Structural points and house power are ordered through Fieldhouse, so the overhead scope is clean.

~380 ft
of AV truss
22
1T motors
~18,000 lb
rigged weight
How it works
How much truss
Roughly 380 feet of box truss runs the booth: a halo ring over the Fleet, a canopy run, portal support, and a booth-wide grid for lighting and speaker positions.
Points and hoists
We give the venue the hang points and the weights; the venue rigging crew flies the motors. Splitting it this way keeps one party responsible for the structure and avoids a double-booked motor.
Load math
Every hung element is weight-checked against the grid capacity before a motor is called, so nothing is discovered at height on the show floor.
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Power & distribution

The booth draws about 68 kW. House drops are ordered through Fieldhouse and the venue; everything downstream of the drop, the distribution, phase balance, redundant feeds, and cable, is Northbeam scope. The plan below shows how the cable runs; the full schedule is one click away.

~68 kW
connected load
~92 kW
ordered capacity
5
house drops
6
sub-distros
Connected load by zone
LED (walls + canopy + floor + processing)22
Projection (Cortex + floor + XR volume)14
Media / render / show control6
Audio (arena + zones)9
Lighting8
Displays / touch / XR interactive5
Working / cleaning / charging (24h)4
Total connected68 kW
Cable-flow plan ArrivalFleetDev Bar CortexArenaMeeting XR VolumeTeardownControl / FOH Feeders run rear-of-house from Control; fibre backbone mirrors them; every public aisle crossing is ramped.
Power feeder Fibre / data Ramped crossing House drop

The crew behind the build

A booth this size lives or dies on the people running it. This is the core team on Kestrel at IMX, from the first sales call to the last case packed.

Marissa Cole
Marissa Cole
Sales Director
Fifteen years matching brands to the right technical build. Marissa owns the client relationship from the first call to the last case packed.
Devon Pratt
Devon Pratt
Senior Customer Service Rep
The person who answers before you finish the question. Devon keeps every request, change, and detail tracked so nothing slips.
Aaron Vasquez
Aaron Vasquez
Technical Director
Two decades on show floors. Aaron owns the technical delivery and signs off that the booth runs three days without a visible failure.
Priya Nair
Priya Nair
Production Manager
Schedules, crew, logistics, and the venue relationship. Priya makes the install land on time and on plan.
Jonas Berg
Jonas Berg
Lighting Designer
Light as a material. Jonas shapes how every zone reads, from the product spots to the Cortex blackout.
Tariq Hassan
Tariq Hassan
Lead Video Engineer
LED, media, and pixels. Tariq leads the video system and the redundancy that keeps every surface alive.
Sabine Roy
Sabine Roy
Lead Audio Engineer
Speech-first and room-aware. Sabine tunes the arena and the immersive room so they coexist inside the venue's limits.

How it gets built and run

Install

Thu 4 to Mon 8 March. Rigging and LED support first, then walls, projection alignment and blend, media and network, audio and lighting focus, and a full technical rehearsal before open.

Show days

Tue 9 to Thu 11 March, 10:00-18:00. A daily crew runs the wake cues, the demo program, Cortex cycles, and the XR volume, with comms across the floor and hot spares on hand.

Dismantle

Thu evening to Sat 13 March. Strike in reverse to the venue's motor schedule, pack, and freight home.

Crew
Lead
Technical Director, Project Manager, on-site Supervisor.
Programming
Media server and show-control programmers, systems engineer.
Discipline crew
LED, video, audio, and lighting leads and crew.
Creative
Creative direction, real-time Cortex developers, 3D and motion artists, XR / virtual-production developer, content producer.
Show
Daily show operators and a camera operator for the run.
Structural rigging points and hoists, house power, drayage, and venue labour are ordered through Fieldhouse and billed to the client directly by the venue.

Pricing summary

All-in for the technical production package, in USD, valid to 31 December 2026. The XR virtual-production volume is its own line, right after LED. Full line-item schedule follows.

CatCategoryInvestment
ALED Screens$216,822
XRXR Virtual-Production Volume$17,737
BMonitors & Screens$12,380
CTouch Screens$13,022
DProjection & Special Exhibits$70,465
ELighting$69,478
FAudio$32,665
GMedia Playback & Show Control$83,844
HInfrastructure$23,074
IPower Distribution$9,631
JBrand Event Stage$6,902
KLabour, Engineering & Content$449,775
LRigging$25,040
MLogistics$93,644
Total technical production, all-in$1,124,478

Rental equipment billed on the venue-standard 2.5-day basis. Venue labour, house power, structural rigging points, and drayage are client direct billing (venue), not in the figures above. 40% deposit to confirm, balance on load-out. Changes by written change order.

Full line-item schedule

149 lines across thirteen categories, reconcilable against the Fieldhouse exhibit budget template. Items marked by others carry no charge here.

A   LED Screens 19 lines
IDDescriptionEquipmentQtyUnit
A01Portal curved LED wall, 3.9mm3.9mm 500x500 panel84panel
A02Portal LED curve frame + hardwareCurve frame set84panel
A03Signature canopy LED feature, 3.9mm3.9mm panel96panel
A04Canopy rigging frames + curveCanopy frame set96panel
A05Demo Arena backdrop LED, 2.6mm2.6mm 500x500 panel120panel
A06Demo Arena backdrop frameGround-support frame120panel
A07Kestrel One island wraparound LED, 2.6mm2.6mm panel44panel
A08Kestrel Cell island wraparound LED, 2.6mm2.6mm panel44panel
A09Kestrel Rove island wraparound LED, 2.6mm2.6mm panel44panel
A10Product island LED frames (x3)Island frame set132panel
A11Welcome desk LED ribbon, 2.6mm2.6mm panel12panel
A12Wayfinding LED blades (x4), 2.6mm2.6mm panel32panel
A13Cortex room LED floor, 4.8mm rated4.8mm floor tile64panel
A14Teardown accent LED stripFlexible LED strip20panel
A15Hanging halo ring LED (KESTREL sign)Ring LED module40panel
A16LED hot spares, all pitches (~10%)Spare panels72panel
A17LED ground supports + bumpersRigging support set16set
A18Arena proscenium LED wings, 2.6mm2.6mm panel64panel
A19Meeting suite feature LED, 2.6mm2.6mm panel24panel
XR   XR Virtual-Production Volume 5 lines
IDDescriptionEquipmentQtyUnit
XR01XR volume curved LED wall, 2.6mm2.6mm LED panel36panel
XR02XR volume LED frames + curveCurve frame set36panel
XR03Unreal render nodeGPU render node1ea
XR04Cinema camera on tripodCinema camera + tripod1set
XR05Small dedicated lighting packageLED fixture8ea
B   Monitors & Screens 7 lines
IDDescriptionEquipmentQtyUnit
B01Product spec displays, 43in 4K43in 4K display9ea
B02Island hero displays, 85in 4K85in 4K display3ea
B03Meeting suite displays, 65in 4K65in 4K display3ea
B04Welcome desk staff monitors, 27in27in monitor2ea
B05Confidence monitors, stage, 32in32in monitor2ea
B06Digital wayfinding totems, 55in portrait55in commercial display2ea
B07Display mounts + articulating armsMount kit20ea
C   Touch Screens 7 lines
IDDescriptionEquipmentQtyUnit
C01Developer Bar touch workstations, 32in32in PCAP touch6ea
C02Product explorer touch kiosks, 43in43in PCAP touch3ea
C03Cortex intro touch panel, 27in27in PCAP touch1ea
C04Teardown interactive touch table, 55in55in PCAP touch table1ea
C05Touch workstation mini-PCsSFF PC11ea
C06Touch kiosk enclosures + mountsEnclosure11ea
C07Extra Developer Bar workstation + PC32in PCAP touch + PC2ea
D   Projection & Special Exhibits 11 lines
IDDescriptionEquipmentQtyUnit
D01Cortex room projectors, 20K laser20,000 lm laser projector8ea
D02Cortex ceiling projectors, 20K laser20,000 lm laser projector2ea
D03Cortex projector backup (hot spare)20,000 lm laser projector1ea
D04Floor projection, arrival, 12K laser12,000 lm laser projector2ea
D05Projection lensesProjection lens13ea
D06Projection rigging framesProjector rig frame13ea
D07Warp/blend processors + backupWarp/blend processor3ea
D08Teardown motion turntable + controlRotating rig, load rated1ea
D09Teardown suspension hardware + safetiesRigging + safety set1set
D10Projection surfaces / screen goodsRear-proj + gain surface1lot
D11Dedicated projection media players4K media player3ea
E   Lighting 15 lines
IDDescriptionEquipmentQtyUnit
E01Booth key lighting, LED profileLED profile fixture40ea
E02Product island spotlights, framingLED framing spot26ea
E03Wash fixtures, zonesLED wash40ea
E04Demo Arena stage wash + keyLED stage fixture24ea
E05Moving-head spots, arena + revealMoving-head spot18ea
E06Moving-head washMoving-head wash10ea
E07Teardown feature lighting, pin spotsPin spot / mini profile14ea
E08Cortex room blackout + accentAccent fixture12ea
E09Wayfinding + graphic accentsAccent fixture10ea
E10Uplight / truss tonersUplight fixture26ea
E11Followspots (arena)Followspot2ea
E12Lighting control console + backupConsole + backup1set
E13Data distribution, nodes + splittersDMX/sACN node18ea
E14Hazers for beam definitionHazer4ea
E15Fixture rigging, clamps, safetiesRigging hardware lot1lot
F   Audio 12 lines
IDDescriptionEquipmentQtyUnit
F01Demo Arena PA, line array + subsLine array system1system
F02Arena stage monitorsStage monitor2ea
F03Digital mixing console + stageboxDigital console1set
F04Console backup / redundant surfaceBackup mixer1ea
F05Wireless mic system, arena (8ch)Wireless mic channel8ch
F06Product island directional audioDirectional speaker6ea
F07Cortex room immersive audio (multi-ch)Install speaker8ea
F08Meeting suite audio + privacy maskingSpeaker + masking3set
F09Comms / intercom system (12 belt)Intercom system1system
F10Audio DSP + processingDSP unit2ea
F11Mic, DI, stands packageAudio accessory lot1lot
F12Arena delay/fill + press feed splitsDelay/fill + split lot1lot
G   Media Playback & Show Control 15 lines
IDDescriptionEquipmentQtyUnit
G01Media server pool, primary (multi-out)4K media server4ea
G02Media server pool, 1:1 backup4K media server4ea
G03Show control server + backupShow control system2ea
G04LED processing, primary (all walls)LED processor7ea
G05LED processing, redundant backfeedLED processor7ea
G06Signal converters + scalersConverter / scaler28ea
G07Fibre transport, media backboneFibre tx/rx pair14pair
G08Camera package, arena capturePTZ + operated camera3ea
G09Vision mixer / switcherProduction switcher1ea
G10Record / stream encoder + backupEncoder2ea
G11Sync / timecode generator + backupTimecode gen2ea
G12Content management + QC stationPlayback QC workstation1ea
G13Cortex real-time render / GPU servers (6-out)GPU render server4ea
G14Cortex render servers, 1:1 backupGPU render server2ea
G15Control network extenders + KVMKVM / extender lot1lot
H   Infrastructure 9 lines
IDDescriptionEquipmentQtyUnit
H01Managed network switches (10G core)10G managed switch4ea
H02Access layer switches, PoEPoE switch6ea
H03Wireless APs, booth coverageEnterprise AP6ea
H04Structured cabling, cat6a runsCat6a run (labelled)140run
H05SDI / video cabling + patchSDI cable set1lot
H06Fibre trunk lines, boothFibre trunk10run
H07Power + data floor cable protectionCable ramp / tray80m
H08Rack build, control room (x4)Shock rack + PDU4ea
H09Consumables: connectors, adapters, tapeExpendables lot1lot
I   Power Distribution 6 lines
IDDescriptionEquipmentQtyUnit
I01Main distro, 3-phase to booth panels3-phase distro2ea
I02Sub-distro / power racksPower distro rack6ea
I03Isolation transformers, sensitive AVIso transformer2ea
I04Cable, feeder + socaFeeder / soca set1lot
I05House power drop, 200A 3-phase by othersVenue electrical1lot
I0624h circuits + booth cleaning power by othersVenue electrical1lot
J   Brand Event Stage 6 lines
IDDescriptionEquipmentQtyUnit
J01Demo Arena stage deck + risersStaging deck1set
J02Tiered bench seating (AV-integrated)Seating unit12unit
J03Stage skirting + trimSoft goods1lot
J04Presenter lectern + confidence kitLectern + kit1set
J05Stage safety rail + stepsSafety hardware1set
J06Stage carpentry + scenic build by othersScenic fabrication1lot
K   Labour, Engineering & Content 23 lines
IDDescriptionEquipmentQtyUnit
K01Technical Director (prep + show)TD1person
K02Project ManagerPM1person
K03Systems / network engineerSystems eng1person
K04Media server programmerServer programmer1person
K05Show control programmerShow control programmer1person
K06LED lead + crew (install/show/strike)LED technician4person
K07Projection / video engineerVideo engineer2person
K08Audio A1Audio A11person
K09Audio A2 + comms techAudio A21person
K10Lighting programmer + techLighting op2person
K11Camera operator (show days)Camera op1person
K12Show operators / floor techs (show days)Show operator4person
K13Advance / prep + QC in warehousePrep technician3person
K14On-site supervisor (install/strike)Supervisor1person
K15Executive creative directorCreative director1person
K16Experience / technical designerExperience designer1person
K17Cortex real-time experience developersRealtime developer2person
K183D / technical artist3D artist1person
K19Motion / content designer (islands, arena)Motion designer2person
K20Content producer + QCContent producer1person
K21XR / virtual-production developerXR developer1person
K22XR volume operator (show days)XR operator1person
K23Venue labour (install, strike, electrical) by othersVenue labour1lot
L   Rigging 8 lines
IDDescriptionEquipmentQtyUnit
L01AV support truss, booth-wideBox truss (per ft)260ft
L02Halo ring truss (hanging sign)Circular truss set1set
L03Canopy support trussBox truss (per ft)120ft
L04Chain hoists, 1T (Northbeam AV)1T motor22ea
L05Motor controller + distroMotor control2ea
L06Rigging hardware, steels, shacklesRigging hardware lot1lot
L07LED wall vertical support steelSupport steel set8set
L08Structural rigging points + venue hoists by othersVenue rigging1lot
M   Logistics 9 lines
IDDescriptionEquipmentQtyUnit
M01Transport, AV package round trip53ft trailer2truck
M02Local shuttle + hotshotBox truck1truck
M03Road cases + packagingCase rental1lot
M04Crew travel (flights)Airfare12person
M05Crew lodgingRoom-night70night
M06Per diemPer diem day90day
M07Rental vehicles + fuelVehicle2vehicle
M08Shipping, XR + interactive prep freightFreight lot1lot
M09Drayage (material handling) by othersVenue drayage1lot

Every requirement, answered

RFP requirements R1 to R35 mapped to the response and where it lives.

RefRequirementResponseWhere
R1Curved LED archway, fine pitch3.9mm curved portal, ~19.7 x 11.5 ftArrival
R2Suspended KESTREL signIlluminated ring within 20 ftArrival
R3Welcome desk + displayDesk position with staff displayArrival
R4Three plinths w/ LED + rail2.6mm wraparound + spec railFleet
R5Live product integrationPower, containment, sightlinesFleet
R6Synchronized wake momentOne show-control cueFleet
R7Immersive world-model room24x24 ft, 5-surface laser blendCortex
R8Seamless imageryBlend seams outside primary fieldCortex
R9Synced room audioMulti-channel, containedCortex
R10~20 pax per cycle2-3 min throughputCortex
R11Interactive XR experienceVirtual-production LED volume, 2.5x2.5mXR Volume
R12Spectator viewLive composited feedXR Volume
R13Raised stage, seat 40-60Tiered arena seatingDemo Arena
R14LED backdrop + live feed2880x1536 + camera feedDemo Arena
R15Presentation audio + micsMonitored, arena-sizedDemo Arena
R16Camera capture + social feed3-camera + clean outputDemo Arena
R17SDK touch workstations6 stations, live simDeveloper Bar
R183 private rooms + privacyDisplays + acoustic buildMeeting Suites
R19Exploded rotating heroTeardown + feature lightTeardown
R20Concealed FOH controlEnclosed control roomControl Room
R21Redundancy, no SPOFBackfed pairs + 1:1 pool + dup controlControl Room
R22Content pipeline + routingCentral pool, spare outputsControl Room
R23Show-control scheduled statesBooth-wide cue systemControl Room
R24Daily operating crewShow crew, 3 daysSchedule & crew
R25Redundant backfed LEDBackfed pair per wallCortex / Control
R261:1 media backupMirrored server poolControl Room
R27Power distribution + protected feedsBooth distro + redundant feedsControl Room
R28Signal + network topologyControl/media/cameraControl Room
R29Cable managementRamps, tray, no trip hazardsAll zones
R30Acoustic planDirectional + containedCortex / Arena
R31Category summary + totalTable + one total, USDInvestment
R32Full line-item schedule149-line scheduleSchedule
R33Scope in/outExplicit splitScope
R34Rental-day basis2.5-day basisScope
R35Payment + change orderTerms statedScope
enlarged