Fulldome UK 2026 — FDUK Festival Poster

What the Fulldome Community Actually Knows

We transcribed and analysed all 21 talks from the Fulldome UK resource archive — practitioners, technologists and artists sharing what they've learned the hard way. Here's what the community genuinely agrees on, what's still being figured out, and what it means for anyone making work for the dome today.

The Fulldome UK Resources page hosts a remarkable collection: 21 recorded talks from FDUK events, featuring some of the most experienced practitioners in the field. The talks cover everything from projection technology to storytelling theory to social impact, and they represent something rare — a community being genuinely candid about what works, what doesn't, and what they still don't know.

We ran the entire archive through speech-to-text and did a structured thematic analysis. What follows is a synthesis of what the community collectively knows — and what surprised us.

Sources: 21 talks from fulldome.org.uk/resources, recorded 2022–2024. Speakers include Paul Mowbray (NSC Creative), Matt Wright (4Pi), Max Crow (NSC Creative), Pedro Zaz (Blendy Dome VJ), Mike Phillips (University of Plymouth/i-DAT), Aaron Bradbury & Paul Mowbray (Vestige), Mike Small (Adler Planetarium), and others.

What the Community Agrees On

Across speakers who'd clearly never compared notes, certain things came up again and again with striking consistency. These are as close to consensus as any creative community gets.

Audio is the forgotten dimension

Paul Mowbray put it directly: sound "often gets kind of overlooked" even though "what you can do with sound can really kind of transport people and do just as much as the visuals can." Multiple speakers independently made the same point.

Don't obsess over resolution

Paul Mowbray ran the numbers: at the centre of a 12m dome, the retinal resolution limit is roughly 10,000×800px. "If you have 12K content or 16K content and you're in the middle, you will not benefit from those pixels." Quality of pixels beats quantity.

Shared experience is fulldome's superpower

VR is isolating. The dome is communal. Aaron Bradbury on Vestige: "Full-dome offers a shared experience of storytelling — having a room full of people experiencing a very immersive and personal story connects you with them in a special way you cannot achieve in VR."

The community is tiny and relationship-driven

The same 15–20 names appear across dozens of talks. Mike Phillips noted how "the sort of networking that we're experiencing now... is really critical to its future evolution." Getting into the community is the strategy, not just making content.

Real-time is the frontier everyone is racing toward

TouchDesigner, Unreal Engine, Unity — in live dome contexts — are mentioned across 8+ talks. The shift from pre-rendered to generative/interactive is happening now, not eventually.

The dome demands a different grammar

Christopher Morrison's talk on storytelling made the case explicitly: conventional story structures designed for flat screens don't serve the dome. Alternative structures — wave, spiral, radial — may work better than the three-act hero's journey.

On Audio: The Most Surprising Consensus

The spatial audio finding deserves its own section, because it wasn't a marginal observation — it was independently raised by speakers from completely different disciplines, who had no obvious reason to coordinate the message.

Paul Mowbray, speaking from a technical perspective, noted that sound systems in dome design are often "considered an afterthought" even though sound "is absolutely a massive part of any kind of theatrical or cinematic experience. But I think even more so in an immersive environment." He highlighted a few standout venues — "Hamburg, Berlin in Germany, down at the market hall. They've got a standing sound system" — as exceptions to an otherwise underwhelming norm.

Why this matters: Wave Field Synthesis — the highest-fidelity spatial audio technology — is installed in only a handful of venues worldwide. Higher-order Ambisonics (HOA) is the practical standard, but even basic HOA delivery is inconsistently supported across festivals and venues. The gap between what's technically possible and what's actually being programmed is wide open.

For makers with strong spatial audio capability, this represents a genuine competitive differentiator. Not a niche interest — a gap the community is actively aware of and frustrated by.

Close-up of a Digital Micromirror Device chip used in DLP projectors
Digital Micromirror Device (DMD) chip — the core of DLP projection technology used in most planetariums · Photo: Andrew Hitchcock · Source · CC BY-SA 1.0

On Technology: The Honest Picture

Resolution — the permission to stop panicking

Paul Mowbray's State of Fulldome Tech talk is the most technically rigorous in the archive. His resolution argument deserves direct quoting: "If you're in the middle, perfectly in the middle of a dome, the resolution is 10,000 by 800 pixels. So if you're in the middle of that dome and you've got great eyesight, you will never, if you have 12K content or 16K content and you're in the middle, you will not benefit from those pixels."

His practical conclusion: "2K totally usable for experimental work." The emerging commercial standard is 8K, but he explicitly pushed back on resolution panic: "It's not necessarily about the amount of pixels, it's about the quality of those pixels. And so you're better off focusing on less, better quality pixels rather than killing yourself to make bad, high pixels."

Frame rate is the underrated upgrade. Mowbray made the point that "the temporal resolution is definitely something that we need to kind of be thinking about as a sometimes more effective way for us to get more perception of resolution or realism without having to go and buy a load more expensive projectors." A dome capable of 60fps but running at 30fps can double its perceptual quality just by upgrading the content and signal chain.

Projection technology in transition

The current state of dome displays is in active transition. Most venues still run DLP projectors (single-chip cheap, 3-chip better); laser-phosphor has been "a game changer for projection mapping over the last few years" according to Mowbray; 6P RGB laser is emerging as the high-end standard with significantly better colour gamut and black levels.

Cross-reflectance — light bouncing around the dome interior — was flagged as a persistent problem that most venues still don't solve well. It affects blacks and washes out fine detail. This is why content with strong contrast and intentional dark regions often looks better on dome than content optimised for flat-screen display.

LED domes: coming, but not soon

Multiple speakers addressed the LED dome question directly — driven by the attention surrounding venues like MSG Sphere in Las Vegas. The honest answer from Paul Mowbray: "LED wall, LED dome, LED light as finally kind of, it's coming of age. It's still incredibly, incredibly expensive and very, very challenged to do."

Front Pictures announced their "Spherics" system at FDUK — triangular curved LED modules that aim to solve the scalability problems of current LED dome technology. As Yuri Kostenko (Front Pictures) explained, current LED domes "basically kind of inherent in this approach so most of the companies who make them they just adopted rectangular models made them trapezoid and connected them together." Spherics uses a fundamentally different geometry.

The more interesting near-term story is how LED dome R&D is improving projection dome technology — better dynamic range, new calibration methods, and trickle-down lighting tech that benefits conventional installations.

The 6 Golden Camera Moves

Max Crow's talk on The Making of Summer (NSC Creative) contained the most concrete, immediately actionable production guidance in the archive — a hierarchy of camera techniques for dome, ordered from safest to most dangerous. His explicit advice: work through these in order. "Most beginners," he warned, jump straight to freeform keyframing — "and they shouldn't, as you go to it last, if ever."

1

Still camera

The most underrated move in dome. "Let objects move toward the camera." Crow calls it "a very, very important powerful camera move by absence of camera move." Extremely effective for starfields, particle clouds, environmental transitions.

2

Single-axis rotation with zoom

Rotate on one axis while adjusting focal distance. "This is very, very simple but it's located around a central point." Works reliably at any resolution or frame rate.

3

Two-axis rotation

"2 degrees of rotation... don't worry about the rotation orders, that's not for you unless you're really into cameras." Introduces a sense of spatial inhabitation without full path animation complexity.

4

Path follow

"Path follow a NURBS path and stick your camera on that and bind that to that and you adjust the shape around where you go and you can adjust the duration and speed as you go along the path."

5

Constraint-based look-at + path

"I'm using a constraint here to look at an object, it's following the path and looking at things. You can also... just free camera it and you can change the rotations of the camera whenever you want."

6

Freeform keyframed camera

The most dangerous move. Crow's direct quote: "Never use it unless you're a trained professional and you've had freeform camera training." He proved his own point: the freeform final shot of Summer "took the longest to do."

On Storytelling: What Doesn't Transfer from Film

Christopher Morrison's talk (Everything We Know About Story Is Wrong) is the most philosophically ambitious in the archive. His core argument: the conventions of screen narrative — the three-act structure, the hero's journey, conflict as story driver — were designed for rectangular flat screens. "What we're doing is we're using old models that don't fit the technology that we are telling the stories with."

Morrison specifically called out the hero's journey ("Fuck the hero's journey," he said, unapologetically) and the three-act structure's obsession with "rising tension or rising action." His proposed alternatives draw from different traditions: the Japanese Ki-sho-ten-ketsu structure (introduction, development, twist, conclusion — without requiring escalation), wave structures where "your climax is in the center" with equal story on either side, spiral structures that "loop around and come back," and radial/explosion structures where every scene grows back to a central event.

Other speakers touched on storytelling from different angles:

"In the dome we're in it. We're not looking at it, we're in it. It's an experience." — Michaela, Climate Crimes, FDUK

Software Tools: What People Are Actually Using

Across the 21 talks, a consistent toolkit emerged. Not the tools everyone says you should use — the tools people are actually shipping work with:

Festoon
Virtual dome previsualization — VR headset or desktop. The Moonraker team described using it to "create fisheye storyboard frames as still images and then instantly view them in the headset." Also works as a second monitor from any DCC tool. festoonsoftware.com
ScreenBerry
Media server from Front Pictures — supports multi-projector calibration, Unreal/Unity/TouchDesigner via Spout, NDI input, and VST audio processing. Yuri Kostenko: "With VST you can convert ScreenBerry into professional sound studio." Powers the Market Hall Plymouth where FDUK is hosted. screenberry.com
Blendy Dome VJ
Real-time VJ tool for dome performance. Sphere-maps any 2D input to fisheye output. Pedro Zaz's talk on it covers both practical use and the philosophy of spherical revolution.
Houdini
Used by Max Crow at NSC Creative for automated 6-camera viewport rendering with Python scripting. He emphasized: "I'm a big proponent of Houdini" — particularly for procedural generation and building reusable parameter-driven systems.
Unreal Engine
Multiple teams using it for real-time output to dome. Mike Phillips described experiments with "using Unreal game engine to connect multiple dome environments in real time over a server." The live performance use case is accelerating.
TouchDesigner
SAT Montréal's preferred real-time environment. Mentioned repeatedly across talks. ScreenBerry integrates natively. The de facto standard for generative/reactive dome performance in the art context.
DepthKit
Volumetric video capture used in the Vestige project (Aaron Bradbury + Paul Mowbray). Outputs into Unity for multi-format delivery — dome, VR, flat-screen from a single capture.
Gigapixel AI / DLSS
AI upscaling now considered a standard step in the pipeline. Mowbray discussed "computational demography" (machine learning for resolution/frame rate) as a tool "to get closer to the native performance of the very best systems in the world" without the full compute cost.
Wave field synthesis speaker array installation
Wave field synthesis speaker array — dense arrays create holographic spatial audio without a sweet spot · Photo: Charles Hutchins · Source · CC BY 2.0

The Festival Ecosystem

Several talks addressed the global festival circuit — both as distribution infrastructure and as community. The picture that emerged is a small network of interconnected events, not a hierarchy:

The Best of Earth Network: Multiple festivals now coordinate screenings across venues globally. As Mike Phillips noted, "the best of earth network of domes are happening at the same time but not quite networked in real time." A film accepted to one may screen at multiple venues — the single highest-leverage distribution multiplier in the field right now.

SAT Montréal: What the Community Says

SAT Montréal came up in more talks than any other single venue — and always with respect. What makes it different:

What's Still Being Figured Out

The talks were also candid about what the community doesn't yet have answered:

🎤 Speakers

The FDUK resource archive features practitioners from the UK fulldome community and international collaborators — producers, VJs, venue operators, technologists, and storytellers.

Paul Mowbray
Head of Technology · NSC Creative
nsccreative.com →
Max Crow
Technical Director · NSC Creative
nsccreative.com →
Aaron Bradbury
Creative Director · NSC Creative
nsccreative.com →
Matt Wright
Founder · 4Pi Productions
4piproductions.co.uk →
Pedro Zaz
Creator · Blendy Dome VJ
blendydomevj.com →
Mike Phillips
Professor · University of Plymouth / i-DAT
Plymouth University →
Mike Small
Producer · Adler Planetarium, Chicago
adlerplanetarium.org →
Christopher Morrison
Storytelling Researcher
Yuri Kostenko
CTO · Front Pictures / ScreenBerry
frontpictures.com →

Talk Index

For reference: all 21 talks in the FDUK resource archive, with a one-line summary and a relevance rating for practitioners making original dome content.

# Talk Speaker Key focus For makers
01We Make Our FutureJosh YatesCommunity vision and FDUK's missionContext
02Domescapes / Magical GardenTeam3Unreal Engine + fulldome live show pipelineMedium
03Blendy Dome VJ / Sphere MappingPedro ZazReal-time VJ tool; sphere-mapping philosophyHigh
04Domes for GoodLyndsey HallSocial impact dome work; SEN audiencesMedium
05Everything We Know About Story Is WrongChristopher MorrisonDome narrative theory; alternatives to hero's journeyHigh
06All the WorldMike PhillipsNetwork domes, interactive art, Plymouth IVT historyHigh
07State of Fulldome Tech 2023Paul MowbrayComprehensive: displays, projectors, AI, future hardwareEssential
08Immersion for TourismMatt Wright / 4Pi360/fulldome for heritage tourism; live captureMedium
09100 Years of JenaMickey RiemannJena festival history and contextFestival context
10Moonraker Case StudySimon Clark / GrahamVFX company's first fulldome project; Festoon workflowMedium
11A to Z of FulldomeMatt WrightVocabulary, orientation, practical primerHigh
12From Chicago to the MultiverseMike Small / AdlerAdler Planetarium production model; 50+ artist collaborationMedium
13Collaboration Is KeyMourad Bennancer / SATSAT Montréal model; experimental dome programmingHigh
14Best of Earth Global ImpactRyan MooreBest of Earth distribution network overviewDistribution
15Climate CrimesMichaelaReal-world storytelling; embodied experience in domeHigh
16Experimental StorytellingMichael FrenchAllison: live music + dome performance modelMedium
17ScreenBerry New OpportunitiesYuri Kostenko / Front PicturesMedia server: VST, multi-cam cal, Spherics LEDHigh
18Future of Immersive / Sphere PanelPanelLED domes, Sphere discussion; 16K realityHigh
19Behind the Scenes: AllisonAllison Production TeamTouring live entertainment dome show modelLow–Medium
20The Making of SummerMax Crow (NSC Creative)6 golden camera moves; Houdini automation; audio-firstEssential
21Introducing Festoon SoftwareMichael Gandham et al.Virtual dome previsualization; VR headset workflowHigh

A Note on the Archive

A few notes for anyone who wants to go deeper. Some of the talk recordings are primarily musical content with limited narration — the production guidance attributed to speakers in this piece was extracted from audible speech where available. Some file labels in the archive may not precisely match content — if a specific talk matters to you, cross-reference with the original video. Talk numbering in our index reflects thematic grouping rather than strict archive ordering.

The talks are free to watch at fulldome.org.uk/resources. If you make work for the dome and haven't watched Paul Mowbray's State of Tech talk and Max Crow's Making of Summer, those are the two to start with.

Watch the talks → FDUK 2026 Submissions → Sound →

Published March 15, 2026 · Analysis based on 21 talks from fulldome.org.uk/resources · Transcription: OpenAI Whisper · Synthesis: FulldomeFever