Nintendo E3 2006

Los Angeles | 2006

For the reveal of the “Wii” at the Kodak, Lightswitch conceived a design using an array of automated fixtures that created a clean and edgy look and brought complete focus to the new gaming system and it’s presenters.

What It Was

For the twelfth consecutive year, Lightswitch provided lighting design for Nintendo's events at E3 in Los Angeles. This year's events included the media event and customer preview of the new “Wii” controller at the Kodak Theater in Hollywood. Later that week Lightswitch lit Nintendo’s exhibit booth on the show floor of E3 where attendees were eager to get their hands on the new game system.

What We Did

For the reveal of the “Wii” at the Kodak, Lightswitch conceived a design using an array of automated fixtures that created a clean and edgy look and brought complete focus to the new gaming system and it’s presenters. The entire space expanded and contracted based on the lighting’s intensity, color and movement; creating a dynamic environment. Lightswitch worked very closely with the show’s producers, Avista Productions, and scenic designer, Andy Warfel, to deliver two very successful shows. At Nintendo’s exhibit space at the LA Convention Center, our challenge was to take an enormously large space and create a design that integrated many booth elements into one cohesive look. The booth designed by Kevin West was all about layers and multimedia. The design revealed itself through the complex lighting. The majority of the lighting was actually programmed directly from the video elements. To do this, Lightswitch collaborated closely with Kevin as well as media designer Ralph Miller and Kish Rigging.

Why It Worked

This project used two completely different venues in LA and both designs had to be executed at the same time. Because we have so many talented designers and technicians on our staff, we were able to execute both designs to perfection. It is always a challenge to exceed expectations each year you work with a client, but once again we were able to surpass what we did the year before, and create a multi layered lighting design that was part virtual reality.