Guide

Having an immersive room built

A room where the visitor is the trigger, where no operator sits behind a desk, and where the story continues even when something fails. This is what that takes technically.

Immersive space with chandelier and warm practical lighting

What makes an immersive room different

In a theatre the performance sets the pace and the audience sits still. In an immersive room the audience walks around and decides for itself when something happens. Technically that is a completely different starting point.

There is no operator pressing start. There is no fixed duration. And there is no guarantee the visitor does what you designed for: people walk back, linger too long, or arrive twenty at once.

So the system must not play back a show but respond, while still keeping the story in shape.

Sensors instead of an operator

Pressure mats under the floor for who is standing where. Motion sensors for who enters a zone. Distance sensors and light curtains for who approaches an object. Cameras when you need to know more than presence, for instance how many people.

Which you choose depends on what you need to know and what fits in the set. A pressure mat is invisible and absolutely reliable; a camera knows more but needs light, a sightline and a privacy assessment.

What they have in common is that they will all take a wrong reading at some point. So we build logic around them: a trigger arriving twice within a second is one visitor, not two, and a sensor sitting high for ten minutes is probably a coat over the mat.

More on sensor-driven experiences

The story has to keep moving

The biggest risk in a sensor-driven room is a scene that hangs because the trigger never came. Then a group stands waiting for something that is not going to happen, and that is the end of the experience.

So we build every scene with a time limit behind it. If the trigger comes, the story moves on. If it does not, the story moves on anyway after a while. The audience never sees the difference; you see it in the log.

The same applies in reverse: a group moving through too quickly must not land in the next scene before it is ready. That is the state machine underneath deciding which transitions are allowed.

No visible technology

Fixtures, speakers, sensors and cabling disappear into the set or become part of it. What the visitor sees belongs to the story, and a projector on the ceiling with a blue status LED does not belong to it.

That is a design requirement that plays in early, not afterwards. Where the projector hangs decides where people can walk. Where the speaker sits decides whether the sound comes from the right direction. Where the sensor sits decides whether it works.

Which is why we prefer to be drawing along from the moment the set is still on paper.

Picture and sound in the room

Projection onto multiple surfaces, screens built into the set, or both. A media server plays it back, show control decides when.

Sound matters more than picture in an immersive space and usually gets less attention. Multiple zones, so the sound follows where the visitor is, and enough speakers to avoid hearing everything in one spot and nothing in another.

What holds it together is synchronisation: light, sound and picture landing on the same frame instead of shortly after one another.

What it costs and how long it takes

A single themed space usually starts around 8,000 euro in equipment and work. An immersive room with several zones, projection and sensors sits well above that; how far depends on the number of zones and whether machinery is involved.

Expect six to twelve weeks between go-ahead and handover: two weeks of design, three to six weeks of building and bench testing, and one to two weeks on site. If we are waiting on set construction, that sets the schedule.

The cost guide

Where it usually goes wrong

Technology considered only at the end. If the set is finished and the projector has nowhere left to hang, it becomes a compromise you look at every day.

One sensor per scene. If it fails, the scene fails. We would rather build in a second way of recognising the same moment.

Too much freedom. A room where the visitor really can do anything is a room where the story no longer holds. The craft is giving the visitor a sense of freedom within a route that can actually be driven.

Frequently asked

What people ask about this.

What does an immersive room cost?

A single themed space starts around 8,000 euro in equipment and work; an immersive room with several zones, projection and sensors sits well above that. The number of zones and the presence of machinery matter most.

Does someone need to operate it?

No. An immersive room runs unattended on sensors and a schedule. There is a control screen for the crew, but that is for opening, closing and intervening, not for driving the show.

What happens if a sensor fails?

The scene continues on time instead of stalling. The audience never sees the difference; you see in the log that something needs checking.

How many visitors can such a room handle?

That is a design choice, not a technical limit. We build the logic around groups: the system knows how many people are in which zone and holds the next group until the zone is free.

Tell us your story

A question this does not answer?

Send a sketch, a floor plan or just a story. You get an honest answer within two working days.