ISE 2026 Sessions

frame:work community members will be presenting every day of the ISE trade show, starting on February 3rd in Hall 8

February 3rd @ SPARK

Design Leads. Technology Amplifies. The Audience Feels.

10:45 – 11:25

Hall 8.1

At Cycymymy we treat space, AV, and interactivity as one canvas. In our talk we show how design intent drives the experience – turning story beats into light, sound, and media, LED and projection into architectural material, and sensors into human-centered behaviors. We’ll share our playbook across retail, cultural, and event work, as well as our notes behind how we create WOW moments: design leads, technology amplifies, the audience feels.

Myles Bryan
Co-Founder
Cycymymy

Cynthia Bryan
Co-Founder
Cycymymy

Real-Time Design & Workflows

Real-time technologies continue to reshape how visual content is conceived, iterated and delivered for live events. Designers now work across hybrid pipelines in which real-time and rendered approaches support rapid experimentation, faster previs and more integrated collaboration between video, lighting, live camera, programming and set design teams.

This session examines how these workflows blur the traditional boundaries between physical staging and virtual environments, with screen content, live camera treatments, generative effects, lighting and scenic elements increasingly shaping one cohesive stage picture. The discussion looks at the creative and technical opportunities this convergence offers, as well as how it continues to expand the role of the video designer.

11:45 – 12:30

Hall 8.1

Henrique Ghersi
Creative Director

henriqueghersi.com

Minecraft: Immersive Storytelling

12:30 – 13:30

Hall 8.1

For The Minecraft Experience: Villager Rescue, multimedia studio Supply + Demand transformed the familiar sandbox game into a fully immersive, narrative-driven adventure where players gather resources, build structures, and rescue villagers across physical and virtual biomes. Blending cinematic design, interactive gameplay, and educational storytelling, the team reimagined Minecraft’s creative spirit for a shared, real-world audience. This project is built on the studio’s Modular Exhibit System, an open-source framework that unifies content management, show control, and long-term maintenance across all their projects.

In this session, Supply + Demand team members Nichola Lapierre and Ludovic Langlois-Therien reveal how MES bridges game engines, sensors, and AV systems to support scalable touring experiences and museum installations. Attendees will gain insight into how open-source infrastructure enables creative studios to maintain artistic control while empowering a global network of partners to share, adapt, and evolve immersive storytelling environments.

Nichola Lapierre
Modular Exhibit System Director
SUPPLY + DEMAND

Ludovic Langlois-Therien
Senior Director of Strategy and Business Affairs
SUPPLY + DEMAND