Glass Animals
FRAY Studio worked with Glass Animals to create Dreamland at the Brooklyn Mirage, designing a real time environment in Unreal Engine for the venue’s fifteen thousand pixel wide immersive screen. The aim was to allow audiences to step inside the visual world of the album and experience the campaign artwork on a monumental scale, shaped live in response to the performance.
Dreamland.IRL was built in close collaboration with the band, production designers Cassius Creative and lighting director Alex Noel. Together, the team developed an Unreal environment that could be fully integrated into the venue’s existing lighting system. This allowed the visual world to evolve in real time, shifting in sync with cues already programmed into the lighting desk. Every part of the world was designed to respond instantly, keeping the environment connected to the musical dynamics of the show.
The level of control built into the system was a defining feature of the project. More than one hundred and ten elements of the scene could be adjusted directly from the lighting desk. These included camera paths, environmental lighting, colour shifts, atmospheric effects and even playful details such as the amount of cereal falling out of a bowl. This approach gave the show a sense of spontaneity and allowed the visual world to behave like a live instrument.
By combining Unreal Engine with a high resolution panoramic canvas, the project transformed the album artwork into a responsive space that surrounded the audience and expanded the scale of the live performance.
The result is an immersive world that brings the identity of Dreamland to life in a vivid, flexible form that could only exist in a real time environment.
FRAY Team
Adam Young
Norvydas Genys
Collaborators
Cassius Creative
Alex Noel
FRAY Studio
Simon Lutkin
Tom Allen Disguise & Unreal
4Wall
Chris Lavado