Lighting Direction & Leadership
Introduction
A lighting director is rarely the person who designed the show. You are given a plot somebody drew, a crew you did not hire, a venue that is not the one the plot was drawn for, and a schedule that was optimistic when it was written. Your job is to make that produce a show, tonight, with everybody still willing to work with you tomorrow.
Which means this subject is only half lighting. The other half is people, paperwork, money and judgement -- and those are the half that decides whether the lighting happens at all.
What this book covers
What lighting direction actually is, and how it differs from lighting design, programming and operating. Reading somebody else's plot, magic sheet and section. What a complete design package contains, and what you owe the next person. Establishing parameters -- budget, venue, schedule, crew -- before anything is drawn. Reading a photometric cut sheet and answering "will this cover it" with arithmetic. Planning and scheduling a lighting day. Running a focus call. Tech, and handling cuts and changes as a process rather than as a crisis. Communication, and the specific words that work. The relationship with the director and the other departments. Running a meeting. Leading a crew you did not hire and may never see again. Giving an instruction, and giving a correction. Hiring, crew lists, and who gets the call. Budgets, quotes and the shop order. Safety as a duty you personally hold. Saying no, and saying what it will cost instead. Leading under pressure, live. Triage. Broadcast lighting direction. What changes by genre. Touring, and receiving somebody else's show. Handing the rig over. Unions and contracting. And how the career is actually built.
It was measured chapter by chapter against the published contents of McMills's The Assistant Lighting Designer's Toolkit, Gillett and Sheehan's The Production Manager's Toolkit, Shelley's A Practical Guide to Stage Lighting and Pilbrow's Stage Lighting Design, so that nothing those sources teach about running a lighting department is missing here.
Who this is for
Lighting technicians being handed responsibility for the first time. Board operators who have started to be asked what they think. Broadcast lighting staff moving up. Anybody who has run a good rig and then discovered that leading the rig is a completely different skill from running it.
This Book Cannot Rehearse You
Be honest about what a book can do here. The subject is judgement and people, and reading about leading a crew is not leading a crew, in the same way that reading about swimming is not swimming.
So the structure is deliberate. Every chapter names a decision, names who else is affected by it, describes what a good and a bad version look like, and where possible gives you the actual words to say. That is as close as print gets, and it is a great deal closer than nothing -- because most people arriving at this job have never once been told what a good version looks like.
The rest is practice, and it is practice with consequences for other people, which is why the safety and fairness chapters are not decoration.
This Book Is Not Your Contract
Hiring, hours, rates, overtime, discipline, dismissal and safety duties are governed by documents specific to you -- your contract, your union agreement, your employer's policy and your local law. Those documents win, always.
Where this book describes practice, it describes what is common and why. Where your agreement says something different, your agreement is the answer, and knowing that is itself part of the job.
How to Use This Book
Read it in order once, then use it as a reference before the specific day that frightens you. The chapters on focus calls, on saying no and on leading under pressure are the three people come back to.
Keep a notebook
Write down what you were asked and what you said. Half of leading is being able to say, calmly, what was actually agreed on Tuesday.
Write down who was good. Which local crew member was quick, which one asked sensible questions, which one you would want again. That list becomes the most valuable thing you own in this industry, and it only exists if you started it early.
Write down what each venue is actually like -- the power, the grid, the access, the house crew, the thing nobody warned you about. You will be back.
A note on the words
A lighting designer decides what the light does. A lighting director runs the lighting and the department, and in broadcast that is normally a staff job. A programmer puts it into a console. An operator runs it. In practice one person often does several of these, and the titles vary by country, by venue and by genre.
When somebody offers you a job, ask what the role does rather than what it is called. The next chapter sorts out the vocabularies.
A note on safety
The moment you are leading, other people's safety is partly your decision. That is the single biggest change from being a technician, and it is the one nobody mentions when they hand you the radio.
Two things to settle in your own head before your first day leading. You will at some point have to stop work that somebody senior wants continued -- decide now that you are going to. And your crew will take their standard from you, so if you rush, they rush, and the consequences of that land on them rather than on you.
What Lighting Direction Is
Designer, director, programmer, operator. Four jobs, frequently one person, and most people being offered one of them cannot yet say which.
Leading and running the light on a show.
The lighting director
Lighting direction is the leadership and operational craft of running the light on a production — leading the lighting department and delivering the lighting on the show. The lighting director leads the lighting crew, oversees the rig, runs or directs the running of the lighting, and is responsible for the lighting happening correctly on the show. Where the designer conceives the design (Lighting Design), the lighting director leads its delivery — making the light happen live, with a team. The lighting director is the leader of the lighting on the show. The lighting director runs the show's light.
In many contexts the designer and director are the same person (a designer who also leads delivering their design), and in others they're distinct (a director leading the delivery of a design, especially in broadcast/TV where the 'lighting director' is a defined role running lighting for the program). Either way, lighting direction is about leadership and live delivery of the light. The lighting director leads the light to the show.
Director and designer
It helps to distinguish lighting design from lighting direction. The designer conceives the lighting — the creative vision, the looks, the cues (Lighting Design). The director leads the delivery — running the department, the crew, the rig, and the live operation to make the lighting happen on the show. These roles overlap (often one person designs and directs), but the director side is about leadership and live execution rather than creative authorship. In broadcast especially, the lighting director (LD) is the person responsible for the lighting of the program — leading and running it. Direction is the leadership and live delivery of the light.
This means the lighting director's core skills are leadership (of the crew and department), operational command (running the lighting live), and delivery (making the design real on the show), on top of lighting craft. The director ensures the lighting — whoever designed it — is delivered well, live, by a led team. The lighting director leads and delivers; the designer conceives.
The four jobs
The designer decides what the light does -- the looks, the palette, the angles, the intent. The director runs the lighting and the department: makes the design happen, leads the crew, owns the schedule and the budget and the safety of the people doing it.
The programmer builds it into a console. The operator runs it during the show. These are real, separate skills, and a brilliant programmer is not automatically a good director of anything.
In a small organisation one person is all four. In a large one they are four people who have to agree. Either way the work divides the same way, and naming which part you are doing at any moment is the beginning of doing it well.
The programmer
The programmer builds the design into the console -- the patch, the palettes, the groups, the effects and the cue stack -- so that it can be run reliably and changed quickly.
It is a genuine specialism and it is not seniority. A great programmer on a large console is doing something most lighting directors cannot do, and being good at it does not make somebody ready to lead a department, which is a different skill entirely.
The operator
The operator runs the show: takes the cues, follows the calls, and makes the right thing happen at the right moment, every performance, including the one where something goes wrong.
In a small organisation this is the same person as everybody else. In a large one it is a job with its own discipline -- consistency across a long run, and the nerve to busk a recovery live without anybody in the audience noticing.
What only the director can do
Three things. Decide what happens when the plan and the day disagree. Speak for the lighting department to everybody outside it. And carry the consequence of both.
Nobody else in the building can do those. A designer can be brilliant and absent. A programmer can be faster than you. The director is the one who is answerable, and that -- rather than any technical superiority -- is what the job is.
A staff job inside a facility
In broadcast the lighting director is usually staff, inside a facility, running a room rather than a production. The design often already exists as a house look. The clock is a transmission schedule rather than a rehearsal schedule, and the boss is a director in a control room speaking into your ear.
The skills transfer almost entirely. The pace, the authority structure and the tolerance for error do not, and people moving between the two worlds underestimate that in both directions.
What you are actually being hired for
Not your best look. Your reliability under a bad day. The question in the mind of whoever hires a lighting director is: when this goes wrong, will this person handle it, tell me the truth, and still have a crew willing to work at the end?
Which is why this book spends more of its length on communication, triage and fairness than on light. The lighting part you probably already have.
The four jobs, and what each owns
| Role | Decides | Answerable for |
|---|---|---|
| Designer | What the light does -- looks, angles, palette | Whether the show looks like the show |
| Director | What happens when the plan and the day disagree | The department: crew, schedule, budget, safety |
| Programmer | How it is built in the console | That it works and can be changed |
| Operator | How it is run on the night | That the right thing happens at the right moment |
Stage against broadcast lighting direction
| Aspect | Stage and live | Broadcast |
|---|---|---|
| Employment | Usually freelance, per production | Often staff, per facility |
| The design | New each show | Often an existing house look |
| The clock | Rehearsal and performance | Transmission schedule |
| Your boss | Production, via a stage manager | A director in a control room |
| Tolerance for error | Notes and fixes between shows | Live; there is no between |
| Crew | Assembled per show | Largely the same people |
How to do it
- Ask who decides what the light does. If that is not you, you are not designing.
- Ask who hires and instructs the crew. If that is you, you are directing whatever the title says.
- Ask who owns the schedule and the budget.
- Ask who is answerable if the lighting does not happen.
- Ask what happens when the plan and the day disagree, and who decides.
- Write the answers down, and confirm them with whoever offered it.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| You are held responsible for decisions you were not allowed to make | Doing a director's job with a technician's authority | Establish who decides, in writing, before the job starts |
| Two people are instructing the crew | Nobody agreed who leads | Settle it immediately; a crew with two leaders has none |
| You are brilliant on a console and struggling to lead | They are different skills; one does not produce the other | This book; and accept that the transition is a real change of job |
| A move from live to broadcast, or back, is going badly | The skills transferred and the pace and authority did not | Learn the new clock and the new chain before trying to improve anything |
Practice it
Your own current job, and a job you would like next.
- I know which of the four jobs I am actually being asked to do.
- I know who decides what the light does.
- I know that I instruct the crew, and that everybody else knows it.
- I know who owns the schedule and the budget.
- I know what I am answerable for.
- I have that in writing, or at least in an email I sent.
Reading Somebody Else's Design
A lighting director usually inherits a plot. Reading it correctly is the first act of the job, and reading it wrongly is a day you do not get back.
The plot and the section
A light plot is a plan view -- the room from above, with every fixture drawn where it hangs, what it is, what it is plugged into and what it is pointed at. A section is the same room from the side, and it is what tells you whether a fixture can physically reach the place the plot says it lights.
People read the plot and skip the section, and the section is where the trouble is. A beam angle that covers on a plan may not cover from that height, and a sight line that works in plan may put a fixture in shot.
Reading it in an order
Start with the scale and the orientation, because getting those wrong invalidates everything after. Then the key -- the legend that says what each symbol is. Then count fixture types and totals, because that is the shop order and the budget. Then trace one system through: one wash, from its fixtures to its channels to its purpose.
That last step is what tells you whether you have understood the design or merely read it. If you cannot say what one wash is for, you cannot yet run this plot.
The magic sheet and the cheat sheet
A magic sheet is the designer's own one-page summary of what they have, organised by what it does rather than by where it hangs -- front washes here, colour here, specials there. It exists because nobody can work from a plot during a cueing session.
A cheat sheet is the same information in list form, usually by channel. Between them they are the documents you will actually hold, and a design that arrives without them is a design you will have to summarise yourself before you can work.
Taking over a show you did not design
This is the normal case, and it has a specific discipline: find out what the design is trying to do before you change anything. The thing that looks like a mistake is frequently a decision.
Ask, if the designer is reachable. Read the cue list, if there is one, because a cue list is a statement of intent. And where you genuinely cannot find out, make the smallest change that solves your problem and write down what you did, so the next person is not guessing about you as well.
What a plot does not tell you
Which fixtures are actually working. Which positions the house will not let you use. Which circuit is shared with the coffee machine. Whether the truss is where the drawing says. Whether the house crew have their own way of doing things.
All of that is discovered by walking the room with the plot in your hand, and it is the single highest-value hour in the job. A lighting director who has walked the room is working from reality; one who has only read the drawing is working from a hypothesis.
When the plot does not fit the room
Frequently. The plot was drawn for a different venue, or for the venue as it was, or by somebody working from a drawing that was already wrong.
The adaptation is a design decision and it is now yours, which is exactly when knowing the design's intent pays. Preserve what the system is for and change how it is achieved. A wash that was four fixtures from the second bar can be six from the first; a wash that was there to do something else cannot be moved at all.
Reading a plot, in order
| Step | What you get | If you skip it |
|---|---|---|
| Scale and orientation | Everything else means something | Every measurement you take is wrong |
| The key | What each symbol actually is | You count the wrong fixtures |
| Counts and types | The shop order and the budget | You discover the gear shortfall on the day |
| Trace one system | Whether you understand the design | You can read the plot and not run it |
| The section | Whether it can physically reach | Coverage and sight-line surprises at focus |
| Walk the room with it | What is actually true | You are working from a hypothesis |
The documents, and what each is for
| Document | What it is | When you hold it |
|---|---|---|
| Light plot | Plan view: what hangs where, on what circuit | Rigging |
| Section | Side view: heights, angles, sight lines | Planning and troubleshooting coverage |
| Magic sheet | One page, organised by what things do | Cueing and notes |
| Cheat sheet | The same, as a list by channel | At the console |
| Hookup | What is plugged into what | Patching and faultfinding |
| Cue list | What is meant to happen, and when | Tech, and taking over a show |
How to do it
- Check scale and orientation first.
- Read the key, then count fixture types and totals against what you actually have.
- Trace one system end to end and say out loud what it is for.
- Read the section for anything whose reach you doubt.
- Walk the room with the plot in your hand and mark every difference.
- Find out the design's intent -- ask the designer, or read the cue list.
- Decide the smallest set of adaptations, and write down every one.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| A wash does not cover, though the plot says it does | The section was not read; the angle does not work from that height | Read the section before focus, not during it |
| You changed something that turned out to be deliberate | Acted before finding out the intent | Ask first; where you cannot ask, change the least and record it |
| The gear on the truck does not match the plot | Counts and types were never checked against the order | Count at prep; it is the whole reason prep exists |
| A fixture is in shot, or in a sight line | Plan view looks fine; the section would have shown it | The section, again |
| Nobody knows why a previous change was made | The last person did not write it down | Write yours down; it is the only fix available |
Practice it
Any light plot you did not draw, ideally with its section.
- I have the scale, the orientation and the key.
- I have counted the fixtures against what I actually have.
- I can say what each system is for.
- I have read the section for anything I doubted.
- I have walked the room with the plot and marked the differences.
- I know the design's intent, or I know that I do not and have said so.
- Every adaptation I made is written down.
The Design Package
What you are entitled to receive, and what you have to produce when it is your turn to hand it on. A package is a deliverable, not a courtesy.
What a complete package contains
Plot, section, key, hookup or patch, instrument schedule, magic sheet, cheat sheet, colour and gobo list, cue list, and a paperwork index that says what is in the package and what version it is.
The version matters more than anything else on that list. A package whose documents are from three different weeks is worse than no package, because people will work from it confidently.
Pre-production paperwork
Before anybody rigs, the paperwork answers: what is being hired, what is going where, what plugs into what, and what colour goes in it. Those four documents are what turn a drawing into an order, a rig and a patch.
Get them wrong and the failures are expensive and public -- the wrong fixture arrives, the gel is not cut, the patch does not match, and all of it happens in front of a waiting crew.
Focus and load-in paperwork
The load-in packet is what the crew works from on the day: what hangs where, in what order, on what circuit, with what accessories. The focus packet is what you work from during focus: each fixture, its purpose, and where it is pointed.
A focus packet is the difference between a focus call that takes two hours and one that takes four. It is half an hour of preparation that buys two hours in front of a paid crew.
Cue construction paperwork
During tech, the document is the cue list with what each cue is for and what changed in it. This is the record that lets somebody rebuild the show, and it is the one most often kept only in somebody's head and a console file.
A console file is not documentation. It is a binary that depends on a model of console still existing and on somebody knowing the show's logic. The cue list with intent is the documentation.
The package you hand on
When you leave a show or a rig, somebody inherits it. What they need is the current state -- not the state at the design stage -- plus what changed, what is being worked around, and what is known broken.
Updating the paperwork to as-built is the single most professional act available in this job and the one most often skipped, because it happens at the end of the longest day.
Archiving after it closes
A show that closes properly archived can be remounted. One that closes with the paperwork three weeks out of date has to be redesigned, at full cost, by somebody who will blame the last person.
Archive the as-built plot, the final cue list, the patch, the colour list, photographs of the looks, and a note of what you would do differently. That last item is worth more to your own career than to anybody else.
The package, document by document
| Document | Answers | Needed by |
|---|---|---|
| Plot and section | What hangs where, and whether it reaches | Prep and rigging |
| Instrument schedule | Every fixture, by position | Rigging |
| Hookup or patch | What is plugged into what | Patching and faultfinding |
| Colour and gobo list | What goes in each fixture | Prep; gel is cut in advance |
| Magic and cheat sheets | What each thing does | Cueing and notes |
| Cue list with intent | What happens, when, and why | Tech, and rebuilding the show |
| Paperwork index and version | What is in here and how current | Everybody, and it is the one most often missing |
What "as-built" means, and why it is the deliverable
| Stage | What the paperwork describes |
|---|---|
| Design | What was intended |
| Shop order | What was hired |
| Load-in | What was actually hung |
| After focus | Where it actually points |
| After tech | What the cues actually are |
| As-built | All of the above, current -- the only version worth archiving |
How to do it
- Find the index and the version date. If there is no version, that is your first finding.
- Check that every document in the index is present.
- Check the documents against each other -- does the hookup match the plot, does the colour list match the schedule.
- Check one fixture end to end through every document.
- List what is missing and ask for it in writing, once, early.
- Where it will not arrive, produce it yourself and say that you did.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The patch does not match the plot | Two documents from different versions | Version everything; check documents against each other at handover |
| Gel was not cut and the rig is waiting | No colour list in the package, or it arrived late | It is a prep document; chase it before the day, not on it |
| Focus took twice as long as planned | No focus packet | Half an hour of preparation buys two hours of crew time |
| The show cannot be remounted | Paperwork was never brought to as-built | Update at the end of tech, not at the end of the run |
| The only record is a console file | A binary was mistaken for documentation | A cue list with intent, in a format anybody can read |
Practice it
Any show's paperwork, yours or somebody else's.
- Every document is dated and versioned.
- There is an index saying what is in here.
- The hookup, plot, schedule and colour list agree with each other.
- There is a cue list with intent, not only a console file.
- It describes as-built, not as-designed.
- Somebody who has never seen this show could rebuild it from this.
Parameters Before Anything Is Drawn
Budget, venue, schedule and crew decide the design. A plot drawn before them gets redrawn, and the redrawing is charged to somebody.
The four that actually constrain
How much money there is. What the room physically permits. How many hours you get, and when. How many people, at what skill level. Every design decision lives inside those four, and no amount of talent moves them.
The professional habit is to establish all four in writing before drawing anything. Not because creativity is unwelcome, but because a design that ignores them is a design somebody will have to reduce in public, usually you, usually at the worst moment.
What to ask about the budget
Ask for a number, and ask what it includes. Is it the hire only, or does it carry crew, transport and access equipment? Is there anything already committed? Who signs it off, and by when? What happened to this line last year?
Ask in writing, and write the answer back. Money is the parameter people are vaguest about and the one that most constrains the design, and a verbal "about the same as last time" is not a budget -- it is a number you will be held to without having agreed it.
What to ask about the venue
Grid or bar positions and their heights. Rated capacities. What power is available, where, and on what circuits. What access equipment exists and who is allowed to use it. Sight lines. What the house will and will not permit. Who the house crew are and what their hours are.
Most of those are a phone call or a drawing away, and every one of them has ended somebody's plan on the day.
What to ask about the schedule
Not "how long do I have" but the shape: when can I get in, when does another department need the space, when is the crew call, when is the first thing an audience sees, and what happens the day before and the day after.
A schedule is a sequence of other people's constraints. Lighting is usually early and overhead, which means lighting frequently blocks everybody else, which is why the lighting director's schedule discipline is disproportionately important.
What to ask about the crew
How many, for how long, at what skill level, and whether they are the same people across days. Four experienced people for six hours is a different design from ten inexperienced people for three.
Ask whether anybody is qualified for the access equipment, because a rig that needs a lift and a crew with nobody certified to operate one is a rig that does not go up.
The preliminaries, and the shop order
The preliminaries are the design decisions made before drawing -- what kinds of system the show needs, roughly how many of what, and what it will cost. The shop order is the consequence: the actual list that gets hired.
An order is a commitment with a price and a delivery date, and it closes earlier than people expect. Which means the design has to be decided enough to order from, before it is finished, every time. Learning to live with that is a real professional skill.
Designing to a number you were given
Frequently you are given a budget rather than asked for one. The useful response is a priced option set: here is what the number buys, here is what one step up buys and what it costs, here is what I would cut first.
That answer makes you easy to work with and it moves the decision to whoever owns the money, which is where it belongs. Refusing to engage with the number, or quietly designing something unaffordable, are both worse for you than for them.
The four parameters, and what each decides
| Parameter | Decides | Find out by |
|---|---|---|
| Budget | How many fixtures, and of what kind | Asking, in writing, for a number |
| Venue | What is physically and contractually possible | A drawing, a site visit, and the house's rules |
| Schedule | How complex the rig can be | Asking for the shape, not the duration |
| Crew | What can be achieved in that time | Asking how many, how skilled, and who is certificated |
Venue questions worth asking every time
| Question | Why it has ended somebody's plan |
|---|---|
| What are the grid positions and heights? | The plot was drawn for a different room |
| What is the rated capacity? | It belongs to the structure, not the bar |
| What power, where, on what circuits? | Two 1000W units and one 15A circuit |
| What access equipment, and who may use it? | A lift nobody is certificated for |
| What will the house not permit? | A position that is in a sight line or a fire route |
| Who are the house crew and what are their hours? | The rig stops when their day ends |
How to do it
- Ask for the budget as a number, in writing.
- Get the venue drawing, and visit if you possibly can.
- Ask for the schedule's shape, not its length.
- Ask how many crew, how skilled, and who holds which certification.
- Write all four back to whoever gave them to you, as your understanding.
- Only now decide the preliminaries -- what systems the show needs.
- Price it, and offer a priced option set rather than one answer.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The design had to be cut in public | It was drawn before the budget was known | Establish the number first; then design inside it |
| The rig does not fit the room | No drawing, no visit | A site visit is cheaper than a redesign on the day |
| The rig was not up in time | Complexity designed against a schedule nobody had checked | Ask for the schedule's shape before you draw |
| Nobody could operate the lift | Crew certification was never asked about | Ask; it is one question and it stops the whole rig |
| The order closed before the design was finished | Normal, and it will happen again | Decide enough to order from, early, and expect to |
Practice it
Any upcoming or recent job.
- I have a budget as a number, in writing.
- I have the venue's positions, capacities, power and rules.
- I know the schedule's shape, not just its length.
- I know the crew size, skill and certifications.
- I have written all four back as my understanding.
- I have priced it, with an option above and a first cut identified.
Choosing a Fixture on Evidence
You will be asked "will this cover it?" The answer is arithmetic, and a lighting director who answers it with an opinion will eventually be wrong in front of somebody.
What a photometric cut sheet tells you
Every professional fixture publishes a photometric sheet: beam and field angle, and illuminance at a series of distances, usually with the diameter of the pool at each. That is everything you need to answer the coverage question numerically.
Two fixtures whose marketing sounds identical can differ by a factor of two in output and by ten degrees in field angle. The sheet is the only place that shows up, and reading one takes thirty seconds.
Beam angle against field angle
Beam angle is where intensity has fallen to half. Field angle is where it has fallen to a tenth. Coverage uses field angle, because the light visibly reaches that far.
Choose on beam angle and you will light gaps between your pools -- a classic and entirely avoidable error, and one that is very visible from the house.
Throw distance and what it costs you
Illuminance falls with the square of distance. Double the throw and you have a quarter of the light. That single relationship explains most of why a rig that worked in one venue fails in a bigger one.
It also means the fixture choice is a consequence of the room rather than a preference. A long throw needs a narrower, brighter unit; a short throw in a low room needs a wide one, and a narrow unit there will give you a hot spot and no coverage.
Answering the coverage question
Measure the throw. Look up the pool diameter at that distance for the field angle you are considering. Compare it with the area you have to cover. Decide how much overlap you want between adjacent pools -- some is necessary, or you get scallops between them.
Then check the level. A pool the right size at a tenth of the light you need is not coverage. Both numbers have to work, and people check the first and forget the second.
The other things that decide it
Weight, because of the structure. Power, because of the circuits. Noise, because of the microphones. Heat, because of the people. Physical size, because of the sight lines. Availability, because of the hire company. Price, because of the budget.
A fixture that is optically perfect and too heavy for the bar is the wrong fixture. Running through that list is what separates a specification from a wish.
What to say when you do not know
"I will check the photometrics and come back to you in ten minutes" is a completely professional answer and it is better than a confident guess in every case.
People remember a lighting director who was wrong about coverage far longer than one who took ten minutes. This is the cheapest reputation protection available in the job.
Reading a cut sheet
| Figure | What it means | What you use it for |
|---|---|---|
| Beam angle | Where intensity has halved | Comparing fixtures; not coverage |
| Field angle | Where intensity has fallen to a tenth | Coverage -- this is the one |
| Illuminance at distance | Light delivered at that throw | Whether you have enough level |
| Pool diameter at distance | How big the circle is | Whether you have enough coverage |
| Lamp or engine | Source type and wattage | Power, heat and colour behaviour |
| Weight | What the bar has to carry | Structure |
What decides a fixture, beyond optics
| Constraint | Question |
|---|---|
| Structure | Can the bar or grid carry it? |
| Power | Does the circuit have room, at 80 per cent? |
| Noise | Will the fan be on the recording? |
| Heat | Is it near people, or near anything flammable? |
| Size | Is it in a sight line, or in shot? |
| Availability | Can the hire company actually supply this many? |
| Price | Does it fit the number, with the rest of the rig? |
How to do it
- Measure or read the throw distance from the section.
- Decide the field angle you are considering.
- Look up the pool diameter at that distance on the cut sheet.
- Compare with the area, allowing overlap between adjacent pools.
- Look up the illuminance at that distance and check the level, not only the size.
- Run the fixture past weight, power, noise, heat, size, availability and price.
- Give the answer as a number and say where it came from.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Gaps and scallops between adjacent pools | Chosen on beam angle instead of field angle | Coverage is field angle, always |
| Coverage is right and the level is too low | Only the pool size was checked | Both numbers have to work |
| The rig worked in the old venue and not the new one | Longer throw; light falls with the square of distance | Recalculate for the actual throw, every venue |
| The perfect fixture will not go on the bar | Weight was not checked | Structure is part of the specification, not an afterthought |
| Fan noise is on the recording | Noise was not a selection criterion | It is, in any room with a microphone |
Practice it
Two candidate fixtures' cut sheets, and a real room with a measurable throw.
- I have the cut sheet, not a memory of the fixture.
- I used field angle for coverage.
- I checked the illuminance at the actual throw.
- I allowed overlap between adjacent pools.
- I checked weight, power, noise, heat, size, availability and price.
- I can say where every number came from.
Planning the Day
The single biggest predictor of whether a load-in goes well, and it is done on paper, alone, before anybody arrives.
Why lighting's schedule affects everybody
Lighting works overhead, and nobody else can work underneath. Which means the lighting schedule is not one department's private business -- it is the gate every other department is waiting at.
A lighting director who is casual about time is a lighting director who costs other departments their own time, and that is the reputation that follows people around this industry.
Building the plan backwards
Start from the first moment an audience or a camera sees anything, and work backwards. Showtime, then the last check, then rehearsal, then cueing, then focus, then patch and test, then rig, then unload.
Working backwards is what exposes the impossible plan. Working forwards from the crew call produces a plan that runs out of day at the end, which is discovered at the end.
The order of the day, and why it is that order
Unload, distribute to positions, rig overhead, rig floor, cable, power and test, patch and prove, focus, cue, rehearse, run. Each stage depends on the one before being finished, not started.
The two most common schedule failures are both order failures: focusing before the rig has been proved, so you focus units that turn out to be dead, and cueing before focus is finished, so every cue is built on a look that then changes.
Contingency, and where to put it
Put the slack before focus, not at the end. Time at the end is consumed by the show being late; time before focus absorbs the fixture that does not work and the position that is wrong, which are the things that actually happen.
Ten per cent is a thin contingency and twenty is realistic on an unfamiliar venue. A plan with no slack is a plan that predicts nothing will go wrong, and nobody who has done this twice believes that.
Breaks, hours and the thing nobody schedules
Crews need breaks, they are frequently contractual, and a break missed early is a mistake made later. Schedule them, say when they are, and take them.
Working a crew through a break to save twenty minutes buys you a tired crew working overhead. That is not a productivity decision; it is a safety decision made carelessly.
Publishing the plan
A plan in your head is not a plan. Write it, send it to the crew and to the other departments, and put a copy where the crew can see it.
Then say, at the crew call, what the shape of the day is and what the first three things are. Two minutes of that saves an hour, because a crew that knows the plan makes sensible decisions without asking you.
When the plan goes wrong, which it will
Re-plan out loud, early, and say what is being given up. The failure mode is a lighting director who privately hopes to catch up and tells nobody until it is obvious.
"We have lost an hour. I am going to cut the cueing session in half and take it out of the second act, and I need to tell the director now" is the whole skill in one sentence. It is early, it is specific, and it routes the consequence to whoever owns it.
The order, and what each stage needs finished first
| Stage | Cannot start until |
|---|---|
| Distribute to positions | Unload is done |
| Rig overhead | The floor under it is clear |
| Rig floor and stands | Overhead is finished |
| Cable and power | Everything is hung |
| Patch and prove | Power is on and tested |
| Focus | Every fixture has been proved to work |
| Cue | Focus is finished, not nearly finished |
| Rehearse | Cues exist |
Where the time actually goes
| Stage | Typically | Overruns because |
|---|---|---|
| Rig | Longest single block | Access, order, or a wrong count |
| Patch and prove | Short, and skipped | Skipping it costs focus time |
| Focus | Second longest | No focus packet; dead units found late |
| Cue | Expands to fill everything | It is a creative session with no natural end |
| Contingency | Should sit before focus | It is usually put at the end, where it is eaten |
How to do it
- Start from the first moment anybody sees anything and work backwards.
- Lay out the stages in dependency order, not in preference order.
- Put the contingency before focus.
- Schedule the breaks, and mean them.
- Check the plan against the crew size and skill you actually have.
- Check it against the other departments' needs for the space.
- Publish it, and brief the shape of the day at the crew call.
- Re-plan out loud the moment it slips, naming what is being given up.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Focus found three dead fixtures | The rig was not proved before focus began | Patch and prove is a stage; it is short and it is not optional |
| Every cue had to be rebuilt | Cueing started before focus finished | Finish focus; "nearly finished" is not finished |
| The day ran out at the end | The plan was built forwards from the call | Build it backwards from the show |
| The contingency vanished | It was at the end, where lateness consumes it | Put it before focus |
| The crew were slow and tired by the afternoon | A break was worked through in the morning | Schedule breaks and take them; this is a safety decision |
| Other departments were blocked all morning | Lighting's plan was not shared | Publish it; lighting overhead gates everybody |
Practice it
Any load-in you have done or are about to do.
- The plan is written backwards from showtime.
- Each stage's dependencies are explicit.
- Contingency sits before focus.
- Breaks are scheduled.
- The plan matches the crew I actually have.
- It has been sent to the crew and the other departments.
- I know the first three things I am going to say.
Running a Focus Call
Two hours, a truss, a lift and one voice. Focus is the most visible thing a lighting director does, and it is almost entirely about sequence and economy of words.
What focus actually is
Pointing, sizing and shaping each fixture so it does the job the design gives it. One fixture at a time, with everything else off, because with the rig up you cannot see what any single unit is doing.
It is also the moment the design meets the room. Fixtures do not reach where the drawing said, positions foul each other, and things that looked fine in plan turn out to be in somebody's eyes. Expect that; it is the work rather than a failure.
One voice
During focus exactly one person gives instructions, and everybody knows who. Two voices is how somebody on a ladder gets contradictory instructions while holding a hot fixture at arm's length.
If the designer is present and directing focus, then you are running the room rather than the focus, which is a different and equally necessary job: keeping the sequence moving, keeping the crew safe, and keeping an eye on the clock the designer is not watching.
Focus vocabulary
Focus has a vocabulary because precision matters at speed. Pan and tilt for the aim. Sharpen and soften for the edge. Spot and flood for the size. Shutter cuts named by where they cut, not by which shutter you mean. "Up", "down", "stage left", "stage right" -- and stage directions are from the performer's point of view, which is the reverse of yours, and the commonest confusion in the room.
Say the fixture, then the instruction, then stop. "Channel forty-two, tilt down, keep coming, stop. Sharpen. Good, next." Short, unambiguous, and it does not editorialise while somebody is on a ladder.
The sequence
Work positionally, not logically. Focus everything on one bar before moving to the next, because the cost in a focus call is moving the ladder or the lift, not changing the fixture.
Which means the focus packet is ordered by position, and the designer's order of interest is irrelevant to it. A focus call ordered by system rather than by position takes twice as long, and the person paying for the extra two hours is not the designer.
Safety during focus
Somebody is at height, handling something hot, while a room full of people are doing other things. That is the highest-risk routine activity in the lighting department's week.
So: nobody walks under the ladder or lift, and you enforce that rather than hoping. The person at height sets the pace, not the clock. Gloves. And when they say stop, everything stops -- which is a rule you state at the beginning, in front of everybody, so they know it is real.
Keeping the clock
Focus expands. Somebody will want to perfect one special while forty units are unfocused. That is your call to make, and making it is the job.
Count the units, divide by the time, and know your rate. If you have ninety units and two hours, that is eighty seconds each, and the four-minute special has just cost you three other fixtures. Saying that out loud, calmly, with the number, is far more effective than being tense about it.
Recording it
Mark the focus packet as you go -- what changed, what could not be achieved, what is now doing a different job. Two hours of decisions are not memorable, and somebody will ask.
Note particularly anything that did not work, because that is the conversation with the designer afterwards and the reason a cue later does not look like what they imagined.
The focus vocabulary
| Word | Means |
|---|---|
| Pan | Rotate horizontally |
| Tilt | Rotate vertically |
| Spot | Narrow the beam |
| Flood | Widen the beam |
| Sharpen | Harden the edge |
| Soften | Diffuse the edge |
| Shutter cut | Cut the edge, named by where it cuts |
| Stage left and right | From the performer's view -- the reverse of yours |
| Stop | Everything stops, immediately, from anybody |
Why focus overruns
| Cause | Fix |
|---|---|
| No focus packet | Half an hour of prep buys two hours |
| Ordered by system, not position | Reorder by position; ladder moves are the cost |
| Dead units discovered now | Prove the rig before focus |
| Perfecting one special | Know your seconds-per-unit and say the number |
| Two people instructing | One voice, agreed before you start |
| Rig still up | Everything off but the unit being focused |
How to do it
- Count the units, divide by the time available, and know your rate.
- Order the packet by position, not by system.
- State the rules at the start: one voice, nobody underneath, anybody can call stop.
- Everything off but the unit being focused.
- Say the channel, the instruction, then stop talking.
- Finish a position completely before moving the access equipment.
- Mark the packet as you go, including what could not be achieved.
- Call the clock out loud when a decision is costing other fixtures.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Somebody on a ladder got contradictory instructions | Two voices | One voice, stated at the start, enforced |
| Focus took twice the planned time | Ordered by system, so the lift moved constantly | Order by position |
| Nobody can see what a fixture is doing | The rest of the rig is up | Everything off but this one |
| "Stage left" produced a move the wrong way | Stage directions are from the performer's view | Say it, and check it, at the start of the call |
| Forty units unfocused with twenty minutes left | The clock was not being counted out loud | Know the rate; say the number when a choice costs other fixtures |
| Nobody remembers what was decided | The packet was not marked | Mark as you go; two hours of decisions are not memorable |
Practice it
Any rig you can focus, or a focus call you can watch.
- I know the seconds per unit I can afford.
- The packet is ordered by position.
- Everybody knows there is one voice, and whose.
- Everybody knows nobody walks underneath, and that anybody can call stop.
- Every fixture has been proved to work.
- The rig is off except the unit being focused.
- I have something to mark the packet with.
Tech, Cuts and Changes
The longest and most political part of the process, where the design meets everybody else's opinion. Changes are normal; the damage comes from changes nobody wrote down.
What tech is for
Tech is the first time all the departments run the show together, which means it is the first time anybody finds out what the show actually is. Everything before it was a plan.
So expect changes. A tech where nothing changes is a tech where nobody looked. The lighting department's job is not to resist that but to absorb it in a way that does not lose track of the show.
Where the lighting department sits
You are one department among several, all of whom want time, and the time is shared. Lighting notes compete with scenic notes, sound notes and the director's notes about performance, and the performance notes usually win, correctly.
Which means the skill is doing lighting work in the gaps, and being ready when a gap appears. A lighting department that needs twenty minutes of notice is a lighting department that gets no time at all.
Work notes, and keeping a list
Every note goes on a list, immediately, in writing, with who gave it and whether it is done. Not in your head, not in a console file, not in a verbal agreement you will both remember differently.
The list is also how you protect yourself. "Here are the seventeen notes from yesterday, fourteen are done, these three need a decision" is a completely different conversation from trying to remember whether somebody asked for something.
The note session
After a run, notes are given, often fast and in a room with everybody in it. Write them all down and argue about none of them in the room. A note session is for collecting, not for negotiating.
If a note is impossible, say so afterwards, privately, with the reason and an alternative. Saying "that cannot be done" in front of the company is technically accurate and professionally expensive, and it is almost never necessary.
Cuts and changes as a process
A change has four parts: somebody asks, you assess the cost, somebody decides, and you record what was done. Skipping the assessment is how a small request becomes a lost afternoon; skipping the record is how nobody can reconstruct the show.
Costing it out loud is the most useful habit available. "That is a new position, which is a lift, which is twenty minutes and stops the stage" turns a request into an informed decision by whoever owns the time.
Version control, without a system
Every document that changes gets a date and a version, and the old one is marked superseded rather than thrown away. This sounds bureaucratic until the first time somebody rigs from a plot that was replaced two days ago.
One person owns the master. State who. Two people editing paperwork is how a rig ends up matching neither version.
When to stop changing
There is a point where further changes cost more in risk than they buy in quality, and somebody has to name it. Frequently that person is you, because you are the one who knows what is still untested.
"We can make that change, and it will not be rehearsed" is the sentence. It is not a refusal, it states the actual consequence, and it puts the decision where it belongs.
A change, part by part
| Part | Who | If it is skipped |
|---|---|---|
| Somebody asks | Director, designer, producer | Nothing; this always happens |
| You assess the cost | You | A small request becomes a lost afternoon |
| Somebody decides | Whoever owns the time or the money | You made a production decision you were not asked to make |
| You record what was done | You | Nobody can reconstruct the show, including you |
Notes, and what to do with each
| Kind of note | In the room | Afterwards |
|---|---|---|
| Easy and cheap | Write it down | Do it |
| Expensive | Write it down | Cost it, then take it back with a price |
| Impossible | Write it down | Explain privately, with an alternative |
| Not lighting | Write it down | Route it to whoever owns it |
| Contradicts an earlier note | Write it down | Raise it privately; do not adjudicate in public |
How to do it
- Start a written note list before the first run, and keep it in one place.
- During the run, watch. Do not work.
- In the note session, collect everything and negotiate nothing.
- Afterwards, sort the notes into cheap, expensive, impossible and not-yours.
- Cost the expensive ones and take them back with a price.
- Do the work in a block, in the time you have been given.
- Record every change against the paperwork, and version it.
- Report at the start of the next session what is done and what needs a decision.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The same note keeps being given | It was never written down, or never reported as done | One written list; report status at the start of each session |
| An afternoon disappeared into one request | The cost was never assessed or stated | Cost it out loud before agreeing |
| The crew rigged from a superseded plot | No versioning, and two people editing | Date and version everything; one named owner of the master |
| You said "that cannot be done" in front of the company | Negotiating in the note session | Collect in the room, explain privately, bring an alternative |
| Nobody can reconstruct why a cue is as it is | Changes were made and not recorded | The record is part of the change, not an optional extra |
| A last-minute change broke the show | Nobody named the point at which changes stop being worth it | Say "we can, and it will not be rehearsed"; let them decide |
Practice it
Any tech process, or a recent one you remember.
- There is one written note list, in one place.
- Every note has who gave it and whether it is done.
- Every expensive note has been costed and taken back with a price.
- Every change is recorded against dated, versioned paperwork.
- One named person owns the master documents.
- I can report status in thirty seconds if asked.
The Words That Actually Work
Most lighting failures on site are sentences that were ambiguous when they were said. This chapter is about the sentences.
Why precision matters more here than elsewhere
Lighting instructions are given at distance, often to somebody at height, frequently in the dark, over a radio, to people who may not share your first language or your vocabulary. Every one of those conditions strips redundancy out of communication.
So the words have to carry the meaning on their own, without tone or gesture. That is a learnable skill and it is the difference between a crew that moves and a crew that keeps asking.
Say the thing, then the thing to do
Name the object first, then the action. "Channel forty-two, tilt down" gives the person time to find the fixture before they are told what to do with it. "Tilt down channel forty-two" makes them hold an instruction while they look.
It sounds trivial and it halves the number of repeats in a focus call. Radio procedure worked this out a long time ago for the same reason.
Close the loop
An instruction is not complete until it has been read back or confirmed. "Copy, channel forty-two tilting down" is not bureaucracy; it is the only evidence that what you said and what they heard are the same thing.
Ask for it explicitly the first time: "read it back to me if it is not obvious." A crew will do it if you ask once and if you do it yourself when you receive instructions.
Numbers, not adjectives
"Brighter" is a wish. "Up ten per cent" is an instruction. "A bit warmer" is a conversation. "3200 instead of 4000" is a change somebody can make.
This applies upward too. When a director says "it's too dark", the useful reply is a question that produces a number or a location -- "too dark on his face, or too dark behind him?" -- rather than an adjustment made on a guess.
The words that cause trouble
"Up" means brighter to a board operator and tilt-up to somebody on a ladder. "Left" and "right" mean opposite things depending on whether you mean stage or house. "Next" means the next fixture or the next cue. "That one" means nothing at all over a radio.
Settle the ambiguous ones out loud at the start of the session. It takes twenty seconds and it removes a whole class of error for the day.
Saying what you do not know
"I do not know, I will find out and come back in ten minutes" is a complete professional answer and it protects you far better than a confident guess.
The people who get a reputation for unreliability in this industry are not the ones who said they did not know. They are the ones who said yes and were wrong.
Bad news, early
The single highest-value communication habit in this job: say bad news as soon as you know it, plainly, with what you propose to do.
"We are an hour behind and here is what I want to cut" delivered at two o'clock is a manageable problem. The same sentence at five is a crisis, and the difference is entirely your choice.
Words to settle before the session starts
| Word | Ambiguity | Say instead |
|---|---|---|
| Up | Brighter, or tilt up | Name it -- level up, or tilt up |
| Left and right | Stage or house | Say which, every time |
| Next | Next fixture, or next cue | Name the thing |
| That one | Nothing over a radio | The channel number |
| Brighter | A wish, not a value | A percentage or a level |
| Warmer | Colour or mood | A colour temperature, or a gel |
| Soon | Anything | A time |
Translating upward
| What you are told | What to ask |
|---|---|
| It's too dark | Too dark where -- the face, or behind them? |
| It looks wrong | Wrong compared with what? |
| Can we try something | Can you describe what you want it to feel like? |
| Make it more dramatic | More contrast, or less light overall? |
| Is that the best we can do | With this rig and this time, yes. What would you cut for it? |
How to do it
- Name the object, then the action.
- Use a number rather than an adjective wherever one exists.
- Stop talking. Do not add a reason mid-instruction.
- Wait for the confirmation, or ask for it.
- Say "good" when it is right, so they know they are finished.
- If it took two attempts, note which word was ambiguous and fix that word, not the person.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Instructions have to be repeated constantly | Action before object, or an ambiguous word | Object first; settle the ambiguous words at the start |
| Somebody did the opposite of what you meant | "Up", "left" or "next" without qualification | Name it every time; it costs one word |
| An adjustment was made on a guess and was wrong | An adjective was accepted as an instruction | Ask the question that produces a number or a location |
| You were confidently wrong about something checkable | Answering rather than checking | I will find out and come back in ten minutes |
| A schedule problem became a crisis | Bad news held until it was obvious | Say it as soon as you know, with a proposal |
| The crew never know when they have finished a task | No closing word | Say "good, next" -- silence is not confirmation |
Practice it
Any session where you give instructions, or a recording of one.
- I have settled the ambiguous words out loud.
- I name the object before the action.
- I use numbers where a number exists.
- I ask for confirmation, and I confirm what I am given.
- I say when something is finished.
- I have decided to deliver bad news as soon as I have it.
The Director and the Other Departments
Lighting cannot be decided alone. The argument you avoid in week one arrives in tech, with an audience booked.
What the director actually wants from you
Directors do not want lighting. They want the audience to feel something and to look somewhere, and lighting is one of the things that does that. A lighting director who talks about fixtures to a director is answering a question nobody asked.
So translate. They say "I want it to feel colder as the scene goes on"; you hear a slow shift in palette and a reduction in front light, and you say back "so the room gets less warm and we lose the warmth on his face -- over the whole scene, or at a moment?" That exchange is the job.
Speaking their language, and making them speak yours
Most of what a director says about lighting is metaphor, and that is fine -- metaphor is how intention is communicated. Your job is to convert it into something buildable and check the conversion.
Equally, teach them a little of yours. A director who learns what "front light" and "back light" mean gives far more useful notes, and teaching them costs one sentence at the right moment. Do not lecture; name things as you use them and they pick it up.
The designer, if there is one
If a designer exists and you are directing, the relationship needs to be settled explicitly: they decide what the light does, you decide how it gets made and what happens when it cannot. That is a clean division and it works when both people have agreed it.
Where it goes wrong is silence. A designer who assumes you are executing and a director-of-lighting who assumes they are designing will collide in front of a crew, and the crew will remember it.
Scenic
Scenic decides where you can put fixtures and what they will be lighting, and scenic decisions are usually made before lighting is consulted. The two questions to ask early are what the surfaces are, and what is hanging where.
Surface finish is the one people forget. A glossy black floor and a matte black floor behave completely differently, and finding out which you have during tech is finding out too late.
Video
Video and lighting compete for the same picture, and on modern shows they compete constantly. A screen or an LED wall is a light source you do not control, and your front light washes out their contrast.
Agree the exposure relationship early: their level against your level, and who moves when it is wrong. That single conversation, had in advance, prevents the most common inter-departmental argument in live production.
Sound
Sound cares about two things you control: noise and position. Fan noise and dimmer buzz land on their microphones, and your fixture positions compete with their speaker positions for the same hanging points.
Both are solvable early and neither is solvable late. Ask what they need hung where before you commit positions, and tell them which of your fixtures have fans.
Stage management
Stage management runs the show and is your channel for most things during it. A lighting director who has a good relationship with the stage manager gets time, gets warning, and gets told things early.
Practically: tell them what you need and when, and never surprise them. A stage manager surprised in front of the company is a relationship spent for nothing.
Production and the money
Production owns the budget and the schedule, which means they own most of the decisions you will want made. Give them priced options rather than problems, and they will back you.
The lighting director who arrives with "this is not possible" gets managed. The one who arrives with "here are two ways, and this is what each costs" gets asked their opinion next time.
Running a meeting worth having
You will attend and call meetings. A useful one has a stated purpose, the people who can decide in the room, and a written set of decisions at the end. A useless one has a status update everybody already had by email.
For your own: send the agenda in advance, state the decisions you need, keep it to the time you asked for, and send what was decided within the hour. That last step is what makes people attend the next one.
What each department needs from lighting, early
| Department | What they need from you | What you need from them |
|---|---|---|
| Director | Intent translated into something buildable | What they want the audience to feel and look at |
| Designer | An agreed division of decisions | The design's intent, and the paperwork |
| Scenic | Your positions and what you need lit | Surfaces, finishes, and what hangs where |
| Video | Your exposure level, and flags off their screens | Their level, and who moves when it is wrong |
| Sound | Which fixtures have fans; your hanging points | Their hanging points and mic positions |
| Stage management | What you need, when, with no surprises | Time, warning, and early information |
| Production | Priced options, not problems | The budget and the schedule as numbers |
A meeting worth having
| Has | Does not have |
|---|---|
| A stated purpose | A status update everybody had by email |
| The people who can decide | Only the people who will do the work |
| An agenda sent in advance | A discovery process in the room |
| A finish time that is kept | An open end |
| Written decisions sent afterwards | A shared memory that will diverge |
How to do it
- Ask what they want the audience to feel, and where they want them looking.
- Ask which moments matter most. There are usually three or four.
- Say back what you heard, in their words, and let them correct you.
- Then say what that means in lighting terms, once, briefly.
- Ask what they hated about the lighting on their last show. The answer is extremely useful and nobody asks it.
- Write down what was agreed and send it to them.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The director keeps giving notes that undo each other | The intent was never established, so each note is local | Have the intent conversation, even late |
| You and the designer collided in front of the crew | The division of decisions was never explicit | Settle it privately and immediately; the crew will remember |
| The floor is reflecting everything | Surface finish was never asked about | Ask scenic about finishes, not just colours |
| Video and lighting are fighting over the picture | No agreed exposure relationship | Agree levels and who moves, in advance |
| Fan noise on the recording, discovered at tech | Sound was not told which fixtures have fans | Tell them at the specification stage |
| You are being managed rather than consulted | You bring problems instead of priced options | Two options with prices, every time |
Practice it
Any show, current or recent, with more than one department.
- I know what the director wants the audience to feel and look at.
- The division of decisions with any designer is explicit.
- I know the surfaces and finishes I am lighting.
- Video and I have agreed levels and who moves.
- Sound knows which of my fixtures have fans, and we have agreed positions.
- Stage management knows what I need and when.
- Production has priced options, not problems.
Leading a Crew You Did Not Hire
The usual case in this industry. Local crew, mixed skills, one day together, and you are responsible for what they do above other people's heads.
What you can and cannot assume
Assume competence and assume nothing about specifics. Somebody who has rigged for fifteen years may never have seen your fixture, your console, or your way of dressing cable. Somebody on their second day may be quicker and more careful than both of you.
So find out rather than guess, in the first five minutes, without making it a test. "Has anybody worked with these before?" is a question that gets an honest answer. "You all know how these work, right?" is a question that gets silence.
The first five minutes
This is the whole of your relationship with a day crew, and most people waste it. What you do: say who you are and that you are running the lighting. Say the shape of the day and the first three tasks. Say the safety rules that matter here, specifically. Say that anybody can stop work. Ask who has done this before and who holds which certification. Ask their names and use them.
Five minutes. It buys you a crew that makes sensible decisions without asking, which is worth more than an hour of your own work.
Names
Learn them and use them. It is the cheapest and most effective thing on this list, and the reason is practical rather than sentimental: "Marcus, stop" gets one person's attention immediately, and "hey, stop" gets everybody's attention slowly.
Write them down if you need to. Nobody minds. Everybody minds being called "mate" for nine hours.
Delegating a task properly
A properly delegated task has four parts: what the outcome is, what "finished" looks like, what to do if it goes wrong, and when to come back. Miss any one and you get either somebody standing waiting or somebody improvising.
"Get the upstage bar done" is not a task. "Hang and cable the upstage bar to the plot, safety bonds on everything, come and find me when it is hung and before you cable, and if anything is missing tell me rather than substituting" is a task.
Checking without hovering
You are responsible, so you check. The way to do it without undermining people is to check the thing rather than the person, out loud, as normal practice: "I check every bond, including my own." Then it is a system rather than a suspicion.
Check early on a new crew, on the first item, when a correction is cheap and no pattern has been established. Checking at the end of the bar means re-doing the bar.
The person who is not working out
It happens. Someone is slower than the day needs, or careless, or out of their depth. The kind thing and the professional thing are the same: move them to work they can do well, privately, without announcing it.
What you do not do is leave somebody in a position where they are going to fail publicly or unsafely. That is your decision and leaving it unmade is the failure.
Giving a correction
Correct the work, not the person, and do it quietly and immediately. "That bond needs to go round the chord, not the clamp -- here, like this" is a correction. "Who bonded this?" is an accusation, and it will cost you the room.
Then say why, once. People remember corrections that came with a reason and resent ones that did not.
What a crew takes from you
Whether stopping is really allowed. Whether breaks are real. Whether shortcuts are acceptable when the clock is bad. Whether mistakes get reported or hidden.
You set all four by what you do rather than what you say, and you set them in the first hour. A lighting director who visibly slows down when something is unsafe has a crew that will tell them things. One who visibly speeds up has a crew that will hide them.
What to do when you meet a new crew
| Do | Why |
|---|---|
| Say who you are and that you run the lighting | A crew with no named lead has no lead |
| Say the shape of the day and the first three tasks | They stop asking, and they sequence themselves |
| Say the specific safety rules here | General rules are ignored; specific ones are followed |
| Say anybody can stop work | It is only true if you said it |
| Ask who has done this and who is certificated | Guessing this is how a lift stands idle |
| Ask and use their names | 'Marcus, stop' works; 'hey' does not |
A delegated task, part by part
| Part | Without it |
|---|---|
| What the outcome is | They build something else |
| What finished looks like | They stop too early or too late |
| What to do if it goes wrong | They improvise, or they wait |
| When to come back | You lose them for an hour |
How to do it
- Introduce yourself and state that you are running the lighting.
- Give the shape of the day and the first three tasks.
- State the specific safety rules for this room and this rig.
- Say explicitly that anybody can stop work, and mean it.
- Ask who has relevant experience and who holds which certification.
- Get their names and write them down.
- Delegate the first tasks in four parts each.
- Check the first item of each task, out loud, as normal practice.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The crew keep asking you what to do next | They were never told the shape of the day | Two minutes at the start; it saves an hour |
| Somebody improvised a substitution | The task did not say what to do if something was missing | Four parts, every task |
| A whole bar has to be re-done | Checking happened at the end rather than on the first item | Check early, when the correction is cheap |
| Nobody will tell you when something is wrong | You sped up under pressure, so they learned not to | Visibly slow down when it matters; they are watching |
| A correction cost you the room | It named a person rather than the work | Correct the work, quietly, with a reason |
| Somebody is failing in a position you put them in | You left a decision unmade | Move them privately to work they can do well |
| The lift stood idle | Nobody asked who was certificated | Ask in the first five minutes |
Practice it
Any crew you have led, or will lead.
- They know who I am and that I run the lighting.
- They know the shape of the day and the first three tasks.
- They know the specific safety rules here.
- They have heard me say anybody can stop work.
- I know who is experienced and who is certificated.
- I know their names and I am using them.
- My first delegated task had all four parts.
Hiring, and Who Gets the Call
A lighting director is judged on the people they bring, and on who they stopped bringing. This is also the point where the industry's inequities are actually made, weekly, by people like you.
Building a crew list
Your crew list is the most valuable thing you own in this business, and it is built one job at a time by writing down who was good. Not who you liked -- who was quick, careful, honest about what they did not know, and pleasant to have in a room at hour eleven.
Note the specifics: who is good at height, who is fast on a console, who is certificated for what, who is excellent with a difficult client. A list of names is worth little; a list of names with what each is good at is what lets you build the right crew for a specific day.
What you are actually hiring for
In roughly this order: safety judgement, reliability, the ability to say "I do not know", speed, and specific technical skill. Technical skill is the easiest of those to teach and the one people over-weight when hiring.
Somebody who is technically weaker and tells you immediately when something is wrong is worth more on a rig than somebody stronger who hides it, because the first person's limits are visible and the second person's are not.
How people actually get hired in this industry
Somebody who already has work recommends somebody they know. That is the mechanism, almost universally, and it is worth naming plainly because it explains everything about who is in the industry and who is not.
It is efficient and it is self-reproducing. A network built from recommendation reproduces whatever the network already looks like, and it does so without anybody intending anything.
What that means for you
You will make crewing decisions weekly for your whole career. Those decisions are where access to this industry is actually granted, and there is no policy above you that makes them; you do.
Three things that are within your gift and cost nothing. Notice who you are not calling and find out why. Give somebody their first day -- everybody currently working got one from somebody. And when you recommend people, recommend beyond the people who already remind you of you.
Bias, specifically
The way bias shows up in crewing is not usually hostility. It is the assumption that somebody will not be strong enough, or will not want the late night, or will not fit in with the crew, made silently and never tested.
The correction is also specific: decide what the job actually requires, in writing, and assess against that rather than against a picture in your head of who does this work. If the job needs somebody who can be at height for six hours, say that, and let people tell you whether they can.
Rates, and the conversation people avoid
Say the rate before the job, clearly, including what happens to overtime and travel. Ambiguity about money is not generosity; it reliably favours whoever is most comfortable asking, and that is not a fair filter.
Pay the same rate for the same work. If you are paying people differently for the same job, know why and be able to say it out loud, because at some point you will have to.
The person you stop calling
Sometimes somebody has to come off the list. If it is for safety or honesty, that is the right call and it should be immediate.
What is owed is that they know. Quietly dropping somebody without telling them is the industry's standard practice and it is a bad one, because somebody can fix a problem they have been told about and cannot fix one they have not. One uncomfortable conversation is worth somebody's career.
Looking after the people you brought
You hired them, so their day is partly your responsibility -- the breaks, the hours, whether they get fed, whether they get home. A crew that is looked after comes back; one that is not tells other people.
And credit them. Say who did the work, to the people who decide things. It costs you nothing and it is how the next person gets their chance.
What to write down about somebody
| Field | Why |
|---|---|
| Name and contact | Obvious, and still often missing |
| What they are good at | A list of names builds the wrong crew |
| Certifications, and expiry | A lift needs a ticket, and tickets lapse |
| Height, console, client-facing | Three different jobs |
| Rate agreed last time | So the next conversation is quick and consistent |
| Anything they want to learn | The cheapest way to keep good people |
Hiring, in order of what matters
| Priority | Why it is above the next one |
|---|---|
| Safety judgement | Everything else is irrelevant after an incident |
| Reliability | A brilliant person who may not arrive is not a plan |
| Saying "I do not know" | Hidden limits are the dangerous kind |
| Speed | Real, and it is trainable |
| Specific technical skill | The easiest of all of these to teach |
How to do it
- Write down what the job actually requires, in tasks and hours.
- Decide the rate, and what happens to overtime and travel.
- Go to your list and match people to what the job needs.
- Look at who you did not consider, and ask yourself why not.
- Include at least one person who is newer than the rest, where the job safely allows it.
- State the rate and the hours to everybody before they accept.
- Afterwards, update the list with what you learned about each person.
- Credit them by name to whoever decides things.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The wrong crew for the day | A list of names with no note of what each is good at | Record specifics, not just contacts |
| The lift stood idle | Certifications not tracked, or lapsed | Record them with expiry dates |
| Somebody hid a mistake | You hired for skill over honesty | Reorder what you are hiring for |
| Your crew always looks the same | Recommendation reproduces the existing network, silently | Notice who you are not calling; give somebody a first day |
| Two people on the same job on different rates | Money left ambiguous, so the confident asker did better | State the rate up front; same work, same rate |
| Somebody keeps making the same mistake on other people's jobs | They were dropped and never told why | One uncomfortable conversation; it is worth their career |
| Good people stop being available to you | Their day was not looked after, and they told others | Breaks, hours, food, and credit by name |
Practice it
Your own crew list, or the list you should have.
- I have written down what the job actually requires.
- I have decided the rate, overtime and travel, and I will state them.
- I have matched people to what the job needs, from real notes.
- I have looked at who I did not consider, and why.
- Certifications are current, and I have checked rather than assumed.
- Everybody knows the rate and the hours before they accept.
- I will credit them by name afterwards.
Money
A design is a spend. A lighting director who cannot price one will be given somebody else's numbers and held to them.
What a lighting budget is made of
Equipment hire, consumables, crew, transport, power, access equipment, and contingency. People remember the first and forget the rest, and the rest is frequently half the number.
Consumables in particular: gel, tape, spare lamps, batteries, cable ties, expendables. Individually trivial, collectively a real line, and a rig without them stops.
Reading a quote
A hire quote has a period, a discount structure, delivery and collection, and a damage liability. All four matter. A weekly rate on a four-day job, delivery charged both ways, and an unlimited damage exposure are three separate surprises available in one document.
Check what is not in it. The quote for the fixtures may not include the clamps, the bonds, the cable or the gel, and it will be perfectly honest about that in a line you did not read.
The shop order
The shop order is the design turned into a list somebody can fulfil, with quantities, models, accessories and dates. It is the moment the design becomes money.
Order spares deliberately. A rig of forty movers with no spare mover is a rig that will be thirty-nine at some point in the run. Ten per cent on anything with moving parts is a normal professional assumption, and it is far cheaper than a courier at five in the morning.
Pricing your own work
Know your day rate, know what a long day is, and know what you charge for prep and for paperwork -- because the plot and the paperwork are real work that happens at home and is invisible unless you price it.
State it as a number, without apology and without negotiating against yourself in the same sentence. "My day rate is X" is a complete answer. "My day rate is usually about X, but obviously it depends" is an invitation.
Giving a number you can defend
Break it into lines. A single total invites a single argument; a broken-down number invites a conversation about which line to change, which is the conversation you want.
And give a range of options: this is what the number buys, this is what one step up buys and costs, this is what I would cut first. Whoever owns the money can then own the decision, which is where it belongs.
When the money runs out mid-job
Say so immediately, with what it means. "We are at the number, and the remaining items are these, and here is what I recommend dropping" is a professional report.
What is not acceptable is spending past the number quietly and telling somebody afterwards. That is the fastest way to stop being trusted with a budget, and trust with a budget is most of what seniority in this field consists of.
Getting paid
Agree the rate in writing before the job. Invoice promptly, with the dates, the rate and a reference the person paying can match to something. Chase politely and on a schedule rather than emotionally.
Most late payment in this industry is administrative rather than malicious, and the freelancer who invoices clearly and chases calmly gets paid first. Keep records; you will need them for tax and occasionally for an argument.
What a lighting budget contains
| Line | Commonly forgotten because |
|---|---|
| Equipment hire | It is not; this is the one people remember |
| Accessories | The fixture quote did not include clamps or bonds |
| Consumables | Each item is trivial and the total is not |
| Crew | Counted as bodies rather than as hours plus overtime |
| Transport | Delivery and collection are often charged separately |
| Access equipment | A lift is a hire with its own rate and ticket |
| Power | A generator or a temporary supply is a real cost |
| Spares | Nobody budgets for the failure that always happens |
| Contingency | It feels like admitting you might be wrong |
What to check on a quote
| Check | The surprise if you do not |
|---|---|
| The period | A weekly rate on a four-day job |
| Delivery and collection | Charged both ways, separately |
| Damage liability | Unlimited exposure on somebody else's gear |
| What is excluded | Clamps, bonds, cable and gel are all separate lines |
How to do it
- List the equipment from the plot, with accessories.
- Add consumables, honestly.
- Add crew as hours, including overtime and travel, not as bodies.
- Add transport, access equipment and power.
- Add spares -- ten per cent on anything with moving parts.
- Add contingency, and label it as contingency.
- Break the total into lines.
- Offer it as an option set: this number, one step up, and the first cut.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The budget was right and it still overran | Consumables, transport or access equipment were not in it | Use the full line list, every time |
| A weekly charge on a four-day job | The quote's period was not checked | Read the period, the delivery, the liability and the exclusions |
| A courier at five in the morning | No spares ordered | Ten per cent on anything with moving parts |
| Your prep and paperwork were unpaid | They were never priced, so they were invisible | Price them as line items; they are real work |
| A single total got argued down as a whole | It was not broken into lines | Lines invite a conversation about which line, which is better for you |
| You are no longer trusted with a budget | The number was passed quietly and reported late | Report the moment you reach it, with a recommendation |
Practice it
Any rig you have done or are planning.
- Every line is present, including consumables, transport and access.
- Crew is priced as hours, with overtime and travel.
- Spares are budgeted on anything with moving parts.
- Contingency is there and labelled.
- The total is broken into lines.
- There is an option above and a first cut identified.
- My own prep and paperwork are priced.
Safety Is a Duty You Hold
The moment you are leading, other people's safety is partly your decision. That is the biggest change from being a technician, and nobody mentions it when they hand you the radio.
What changes when you lead
As a technician you are responsible for your own work. As a director you are responsible for the conditions other people work in -- the schedule that makes them rush, the plan that puts somebody at height at hour eleven, the standard you set by what you tolerate.
Those are your decisions, and the consequences of them land on somebody else's body. That is worth sitting with before your first day leading rather than after your first incident.
The lighting department's specific hazards
Height, because almost everything hangs. Electricity, because lighting is the most heavily loaded department in the building. Heat, because fixtures burn and stay hot. Dropped objects, because everything is above people. Manual handling, because fixtures are heavy and awkward. Fatigue, because the hours are long and the rigging happens early.
Fatigue is the one nobody lists and it multiplies every other one. A tired crew at height, late, under time pressure, is the standard set of conditions for a serious lighting accident, and every part of that sentence is a scheduling decision.
Stopping work
Every serious incident in this trade has a moment before it where somebody knew it was wrong and continued anyway, usually because of the schedule. The ability to stop is the one safety control that cannot be replaced with equipment.
Which means you decide, now, in the abstract, that you will stop work that somebody senior wants continued. Deciding it in the moment, with a room waiting, is much harder, and people who have not decided in advance generally do not.
Making stopping real for the crew
Say at the start of every day that anybody can stop work, and then behave consistently with it. The first time somebody uses it and is thanked rather than sighed at, it becomes real. The first time somebody uses it and is made to feel slow, it is gone for the rest of the job.
It is also worth saying out loud what you would rather have: "I would rather be twenty minutes late than have anybody hurt" is a sentence a crew remembers, and it is the permission they are waiting for.
Risk assessment as something useful
A risk assessment that is a form is a waste of everybody's time. A risk assessment that is a conversation about what could actually go wrong today, in this room, with this rig and these people, is the most valuable ten minutes in the day.
Do it out loud with the crew. Ask them what worries them. They are the people doing the work and they know things you do not, particularly about the venue and the gear.
The schedule is a safety document
A plan that requires overhead work to be rushed is an unsafe plan, and it was unsafe when it was written, on paper, calmly, by you. This is the least dramatic and most common way a lighting director creates risk.
So build the contingency, schedule the breaks, and when the day slips, cut scope rather than compressing the overhead work. The thing to give up is a look, not a margin.
When something happens
Make it safe, get help, and do not move anything you do not have to. Then report it -- properly, in writing, through whatever system exists, including near misses.
A near miss reported is the cheapest safety information available anywhere, and most of them go unreported because reporting feels like admitting something. It is not; it is the single most useful thing you can do for the next crew in that room.
What you owe the certifications
Know which tickets your local law and your employer require for height, for lifts, for electrical work, and know that you are not the authority on whether they can be skipped.
And do not do licensed electrical work you are not licensed for, however competent you are. The competence is not the point; the consequence of an incident is, and it falls on you personally.
The hazards, and the control that actually works
| Hazard | Control |
|---|---|
| Working at height | Certificated equipment, certificated people, nobody underneath |
| Dropped objects | Cleared area, tethers, and enforcing both |
| Electricity | Inspection, isolation, lockout, and licensed people for licensed work |
| Heat | Gloves, cool-down time, clearance in front of fixtures |
| Manual handling | Two people, lifting aids, and not at hour eleven |
| Fatigue | Breaks and a schedule with margin -- a planning control |
Where risk is actually created
| Decision | Made by | When |
|---|---|---|
| The schedule has no margin | You | On paper, weeks before |
| Breaks are not scheduled | You | On paper |
| Overhead work is compressed when late | You | In the moment |
| Stopping is not really allowed | You | By how you reacted the first time |
| Somebody uncertificated is on a lift | You | By not asking |
| A near miss is not reported | You | By treating it as an admission |
How to do it
- Build margin into the plan and schedule the breaks, on paper.
- At the crew call, state the specific hazards for this room and this rig.
- Say out loud that anybody can stop work, and that you would rather be late.
- Ask the crew what worries them, and listen to the answers.
- Confirm who is certificated for what before anybody needs a lift.
- Enforce the cleared area under overhead work rather than hoping.
- When the day slips, cut scope rather than compressing overhead work.
- Report anything that happened, including near misses, in writing.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The crew rushed the overhead work | The plan had no margin, and it was written that way | Margin is a safety control; build it before the day |
| Nobody ever stops work | Somebody did once and was made to feel slow | Thank the next person out loud, in front of everybody |
| Somebody uncertificated operated a lift | Nobody asked | Ask in the first five minutes, every crew |
| A risk assessment was completed and nothing changed | It was a form rather than a conversation | Do it out loud with the crew; ask what worries them |
| The same near miss keeps happening to different people | It was never reported, so nobody knows about it | Report near misses; it is the cheapest information available |
| You did electrical work you are not licensed for | Competence was mistaken for authority | They are different things, and only one of them protects you |
Practice it
Any day you have run or will run.
- The plan has margin, and the breaks are in it.
- The crew have heard the specific hazards for this room.
- The crew have heard me say anybody can stop work, and that I would rather be late.
- I have asked them what worries them.
- Certifications are confirmed, not assumed.
- The area under overhead work is clear, and I am enforcing it.
- If the day slips, I am cutting scope rather than compressing rigging.
Saying No
The most useful sentence a lighting director owns, and the one most people avoid until it is too late to say usefully.
Why it is hard, and why avoiding it is worse
Saying no feels like failing, and in a freelance industry it feels like risking work. So people say yes, or say nothing, and then deliver something worse than what they could have negotiated.
The comparison is not between saying no and everything being fine. It is between saying no early and being caught out late, and the second is far more damaging to your reputation than the first.
Never a bare no
A bare no is a problem handed back. What works is a no with an alternative and a price: "Not in that time. I can do it by seven if we drop the upstage wash, or by five if I get two more people."
That sentence does three things. It is honest. It offers a way through. And it moves the decision to whoever owns the time or the money, which is exactly where it belongs and where they would rather it was.
The four shapes of no
Not in that time. Not for that money. Not safely. Not with this gear. Almost every legitimate refusal in this job is one of those four, and naming which one you mean makes the conversation solvable.
"Not safely" is different from the other three. The other three are negotiable and that one is not, and it is worth saying so explicitly so nobody wastes time trying.
Saying it early
A no on Tuesday is a planning conversation. The same no on Friday is a crisis, and the information was the same on both days.
The habit to build is telling people as soon as you know, even when you are not certain -- "I think this is going to be tight and I want to flag it now" costs nothing and buys everybody options.
Saying it to a client
A client is paying and is frequently not technical, so a no lands harder and needs more care. Lead with what you can do, then the constraint, then the options.
"We can absolutely do a looking-up shot of the stage. With the positions in this room it means either a fixture in the front-of-house sight line, which the venue will not allow, or moving the lectern three feet, which is free. Which would you prefer?" -- that is a no, and nobody experiences it as one.
What not to do
Do not agree and then quietly under-deliver; it destroys trust permanently. Do not say it is impossible when you mean it is expensive. Do not make it about you -- "I can't do that" invites somebody else being found who can. And do not say it in front of a room when it can be said privately.
Also do not explain at length. One sentence of reason is persuasive; three is a defence, and a defence invites an argument.
When you are overruled
Sometimes you say no, it is heard, and the answer is still do it. If it is a matter of time, money or quality, that is their call -- record it and get on with it, without sulking, because you were consulted and that is the system working.
If it is safety, you are not overruled, and the sentence is "I am not going to do that, and here is why". That is the one place where being difficult is the job.
The shapes of no, and which one is fixed
| Shape | Negotiable | What to offer with it |
|---|---|---|
| Not in that time | Yes | A later time, or more people, priced |
| Not for that money | Yes | What the number does buy |
| Not with this gear | Yes | What gear would do it, priced |
| Not safely | No | The alternative that is safe |
A no that works, part by part
| Part | Example |
|---|---|
| What you can do | We can do a looking-up shot of the stage |
| The constraint | It needs a position the venue will not allow |
| The options | Or move the lectern three feet, which is free. Which would you prefer? |
How to do it
- Work out which of the four it is before you open your mouth.
- Decide whether it is negotiable. If it is safety, it is not.
- Find at least one alternative, with a price or a consequence.
- Say what you can do first.
- Say the constraint in one sentence, not three.
- Offer the options and ask them to choose.
- Say it as early as you know, even if you are not certain.
- Record what was decided.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| You agreed and then quietly under-delivered | Saying yes felt safer than saying no | It is not; this is the one that permanently costs trust |
| The no became a crisis | It was said on Friday with Tuesday's information | Flag it as soon as you suspect it |
| Somebody else was found who said they could | You made it about you rather than about the constraint | Name the constraint, not your ability |
| An argument, where you expected agreement | Three sentences of reason instead of one | One reason is persuasive; a defence invites a fight |
| You said impossible and it turned out to be expensive | The wrong word | "Not for that money" is a different sentence, and it is solvable |
| You were overruled on safety and did it anyway | Treating a safety no as negotiable | It is not. That is the one place being difficult is the job |
Practice it
Three requests you have said yes to and should not have.
- I know whether this is possible in the time, for the money, with this gear, and safely.
- If it is not, I know which one.
- I have an alternative with a price.
- I am leading with what I can do.
- My reason is one sentence.
- I am saying it now rather than when it becomes obvious.
- If it is safety, I know I am not negotiating.
Leading Under Pressure
When the show is running there is no meeting. There is one decision and a few seconds, and the judgement this book can teach least well is the one the job tests most.
What pressure actually does to you
It narrows attention, which is useful, and it degrades sequencing, which is not. Under pressure people fix the thing in front of them rather than the most important thing, and they stop telling anybody what they are doing.
Knowing that is most of the defence. If you know your instinct under pressure is to fix the nearest problem silently, you can deliberately do the opposite: name the priority out loud, then act.
Triage -- an order that holds up
Anything broken before anything imperfect, because broken gets worse and imperfect does not. The performer or presenter before the set, because that is what people are looking at. Safety before everything, without exception. The thing that is on screen or on stage longest before the thing used once.
And then say out loud what you are not fixing. The most common failure in a pressured room is three people all working on the same visible problem while two invisible ones stay broken.
The clock changes the decision
With four minutes, do the one thing with the biggest effect and nothing else. With twenty, fix in priority order. With an hour, also fix the cause rather than the symptom.
People carry the twenty-minute behaviour into the four-minute situation, which is how a half-completed adjustment ends up on screen. Ask yourself what time you actually have before choosing what to do, every time.
Deciding out loud
"Here is what I am doing, here is what I am not doing, and here is what I need from you." Three clauses, five seconds, and it coordinates a whole room.
This is also how you stay trusted while things are going wrong. A lighting director who is silent during a problem is assumed to be overwhelmed. One who is narrating is assumed to be in control, and usually is, because narrating forces you to have a plan.
Good enough, said out loud
"That is good enough for now, and I will fix it properly at the interval" is a complete professional position. It tells people the state of things and it stops others chasing it.
The opposite -- continuing to adjust something during a show because it is not quite right -- is how a small imperfection becomes a visible fault. Perfectionism during transmission is a failure of judgement, not a virtue.
When something fails mid-show
Know in advance which fixtures are load-bearing -- whose failure is a lighting problem and whose is a show problem. A key going out on the person speaking is a different event from a background wash going out, and the response times are different.
The fastest recovery is almost always re-pointing or re-patching something else rather than replacing the dead unit. Having thought about that before it happens is the entire difference between one minute and ten.
Pressure in a control room
In a control room the pressure is constant rather than occasional, the director speaks directly into your ear, and there is no interval. The skill becomes working in the gaps the schedule gives you and being ready the instant one appears.
It also means hearing notes correctly at speed, which is why the translation table in the On Air chapter of Studio & Broadcast Lighting is worth knowing by heart if you work in broadcast.
Afterwards
When it is over, write down what happened, what you did, and what you would do differently. Not as self-criticism but as data, because the same three failures recur in this industry and the pattern is only visible if somebody recorded the instances.
And tell the crew what happened and what you decided. People who were in the middle of a problem and never found out how it resolved learn nothing from it, and they were the ones holding the ladder.
Triage order
| Priority | Why it is above the next one |
|---|---|
| Safety | Nothing else matters after an injury |
| Anything broken | It gets worse; imperfect does not |
| The person on screen or stage | It is what everybody is looking at |
| The longest-running shot or scene | Most exposure, most benefit |
| Everything else | Say out loud that you are accepting it |
What the clock permits
| Time | Do | Do not |
|---|---|---|
| Under five minutes | The single biggest-effect thing | Start anything you cannot finish |
| Twenty minutes | Fix in priority order | Chase the cause |
| An hour or more | Fix the cause, not just the symptom | Assume you will get another hour |
| During transmission | Nothing, unless it is broken or unsafe | Adjust for taste |
How to do it
- Ask whether anybody is unsafe. If so, that is the only question.
- Work out how much time you actually have.
- Name the single highest-priority item.
- Say out loud what you are doing, what you are not doing, and what you need.
- Do that one thing.
- Report when it is done, and what is still outstanding.
- Afterwards, write down what happened and tell the crew how it resolved.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Three people worked on the same visible problem | Nobody said out loud what was and was not being fixed | Name it; five seconds coordinates a room |
| A half-finished adjustment went on air | Twenty-minute behaviour in a four-minute window | Decide how much time you have before deciding what to do |
| Everyone assumed you were overwhelmed | You went silent while working | Narrate; it also forces you to have a plan |
| A small imperfection became a visible fault | Adjusting for taste during transmission | Good enough for now, properly at the interval |
| Recovering a dead key took ten minutes | Nobody had worked out which fixtures are load-bearing | Know in advance what you would re-point |
| The same failure keeps happening | It was never written down, so the pattern is invisible | Record it afterwards, as data rather than as blame |
| The crew never found out how it resolved | Nobody told them | Tell them; they were holding the ladder |
Practice it
Any live show, or a recent problem you handled.
- I know which fixtures are load-bearing and what I would re-point.
- I know the triage order, and that safety is above all of it.
- I will work out how much time I have before deciding what to do.
- I will say what I am doing, what I am not, and what I need.
- I will not adjust for taste during transmission.
- I will write down afterwards what happened.
- I will tell the crew how it resolved.
What Changes by Genre
Theatre, dance, opera, concert, corporate, broadcast and special events reward different behaviour from the same lighting director. Arriving with the wrong set of habits is a common and avoidable mistake.
Theatre
Long rehearsal, a fixed show, cues built and repeated exactly. The paperwork is thorough, the process is collaborative and slow, and the show is expected to be identical every night.
What it rewards: precision, patience and documentation. What catches people out: the length of the tech process and how much of the work is negotiation rather than lighting.
Dance
Bodies in three dimensions rather than faces, which changes the lighting entirely -- side light does most of the work, the floor matters enormously, and front light is used sparingly because it flattens the shape.
What it rewards: understanding that the subject is a moving body rather than a face. What catches people out: lighting it like theatre, from the front, and losing every line the choreography was built on.
Opera
Large, long, sung, and frequently repertory -- which means the rig has to serve several productions and be changed over between them. Scale is the defining feature: big stages, big distances, big cue counts.
What it rewards: planning at scale, and changeover discipline. What catches people out: the repertory constraint, where your perfect rig is not available because three other shows are using the same bars.
Concert and rock and roll
Fast, loud, largely busked or timecoded, with the lighting as a visible part of the show rather than a servant of it. Very short load-ins, very large rigs, and a different relationship with the audience's attention.
What it rewards: speed, confidence and the ability to busk. What catches people out: theatre-trained people waiting for a cueing session that is not going to happen, and the physical pace of a one-nighter.
Symphony and classical
Musicians need to read music, which is a hard constraint: enough light on the stands, evenly, without glare, before anything aesthetic is considered. And the players often will not accept colour on themselves.
What it rewards: respecting the functional constraint first. What catches people out: designing a look and then discovering that the orchestra cannot see, which is not a negotiation you will win.
Corporate and conference
A stage, a screen, a lectern, a series of speakers, and cameras. The client is paying, is not technical, and cares about their speakers looking good and the brand colours being right.
What it rewards: speed, camera awareness, and client-facing manner. What catches people out: how much of it is video-led, and how little tolerance there is for anything that makes a chief executive look bad.
Broadcast
A staff job in a facility, running a room rather than a production, against a transmission schedule with a house look to maintain.
What it rewards: consistency, measurement and calm. What catches people out: the absence of an interval, and the fact that the picture rather than the room is the product.
Special events
Weddings, launches, galas, installations. Non-theatrical venues, no grid, difficult power, an audience standing in the middle of your rig, and often no rehearsal of any kind.
What it rewards: improvisation, rigging ingenuity and risk awareness in rooms not built for this. What catches people out: the absence of infrastructure that every other genre assumes.
What transfers, and what does not
The physics transfers completely. Leadership transfers almost completely. Paperwork discipline transfers and is valued differently. What does not transfer is pace, the authority structure, and what "finished" means.
So when you move genre, keep your craft and ask about those three explicitly. The people who struggle are the ones who assume the pace and hierarchy they are used to are universal.
What each genre rewards, and what catches people out
| Genre | Rewards | Catches people out |
|---|---|---|
| Theatre | Precision, patience, documentation | How much of tech is negotiation |
| Dance | Lighting a moving body, not a face | Front light flattens the choreography |
| Opera | Planning at scale, changeover discipline | Repertory: the bars belong to other shows |
| Concert | Speed, confidence, busking | No cueing session is coming |
| Symphony | The functional constraint first | The orchestra must be able to read |
| Corporate | Speed, camera awareness, client manner | It is video-led, and the client is in the room |
| Broadcast | Consistency, measurement, calm | No interval; the picture is the product |
| Special events | Improvisation and risk awareness | No grid, no power, no rehearsal |
What to ask when you change genre
| Question | Why |
|---|---|
| What is the pace? | It is the most common mismatch |
| Who do I take instructions from? | The hierarchy is different everywhere |
| What does "finished" mean here? | Theatre and concert mean completely different things |
How to do it
- Ask what the pace is, honestly, and believe the answer.
- Ask who you take instructions from and who you report problems to.
- Ask what "finished" means and when it happens.
- Ask what the hard functional constraint is -- music stands, cameras, audience sight lines.
- Ask what the last lighting person got wrong. It is the most useful question available.
- Keep your craft; change your assumptions about pace and hierarchy.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| You were waiting for a cueing session that never came | Theatre habits in a concert | Ask what the process is before you plan around one |
| The choreography lost all its shape | Lit from the front, like theatre | Dance is side light and floor; front light flattens bodies |
| The orchestra could not read | A look designed before the functional constraint was served | Music stands first; it is not negotiable |
| Your perfect rig was not available | Repertory; other shows are on the same bars | Ask about the repertory constraint before you draw |
| A client was unhappy despite good lighting | Corporate work is video-led and client-facing | Ask what they care about; it is usually the speaker and the brand |
| A special event had no power or rigging points | You assumed infrastructure that only venues have | Survey it; assume nothing exists |
Practice it
The genre you work in, and one you would like to.
- I know the pace, and I believe it.
- I know who instructs me and who I report problems to.
- I know what "finished" means here.
- I know the hard functional constraint.
- I have asked what the last lighting person got wrong.
- I know which of my habits will not transfer.
Handing Over, and Getting Better
The last hour decides what tomorrow costs, and it is the hour people skip. And lighting direction is a rung rather than a summit.
Touring, and leading the same rig in a different room
A touring lighting director re-solves the same show nightly with a new crew, a new roof and a new set of positions. The show is fixed and the room is not, which inverts the usual problem.
What makes it work is the advance -- getting the venue's drawings, power and crew details before you arrive, and having decided the adaptation on paper. A tour that improvises in each venue is a tour that is late every day.
And the rigging plot travels with a set of known variants: what we do in a low room, what we do when the upstage bar is unavailable, what we drop first. Those decisions are made once, calmly, rather than nightly under pressure.
Receiving a show into your venue
The other side of touring, and where most venue lighting staff spend their careers. A show arrives with a rider, a plot and a lighting director who has never been here.
What helps them and therefore you: accurate, current venue information sent in advance; an honest account of what does not work; and a house crew briefed on what is coming. What hurts everybody is a venue pack that describes the building as it was three years ago.
Read the rider before the day and flag what you cannot do, early. A visiting lighting director would far rather know in advance than discover it at eight in the morning.
Handing the rig over at the end of the night
What the next person needs: the current state, what changed today, what is being worked around, what is known broken and tagged, and anything that is only in your head.
Ten minutes at the end of the longest day, when nobody wants to do it. It is also the clearest single signal of whether somebody is a professional, and people notice.
Archiving a show that has closed
As-built plot, final cue list, patch, colour list, photographs of the looks, and a note of what you would do differently. A show archived properly can be remounted; one archived badly has to be redesigned at full cost.
Photograph the looks. It takes five minutes, it is the only record of what the show actually looked like, and in a year it will be the most useful thing in the folder -- including to you, when somebody asks what you have done.
Unions, contracts and working for yourself
Most lighting directors are freelance, which makes the paperwork part of the craft: a contract or at least a written agreement, an agreed rate, insurance, invoices, and records kept for tax.
Where a union agreement applies it sets rates, hours, breaks, overtime and sometimes who may do what work, and it overrides your preferences and your employer's. Know whether one applies to you and read it -- it is written to protect you and it only does so if you know what it says.
Working internationally adds work permits, tax treaties, different electrical standards and different safety law. None of it is optional and all of it takes longer than people expect, so it starts early.
Building the career
Lighting direction leads several ways: to designing, to production management, to technical direction, to a staff role running a venue or a broadcast facility, to the manufacturer and rental side, and to teaching.
What moves you along any of them is the same three things: a body of work, people who will vouch for you, and being the person who handles it when things go wrong. Not a qualification, and not being the best programmer in the room.
What gets you the second call
Arriving early. Knowing the protocol. Taking a note without defending the previous version. Saying clearly when something will not work. Tagging a fault instead of hiding it. Crediting your crew. Not being somebody who has to be managed.
None of that is about light, and all of it is what people actually decide on. The technical part gets you considered; this list gets you rebooked.
Mentoring, because somebody did it for you
Everybody working in this industry got a first day from somebody and got taught things by somebody who did not have to. Passing that on is not charity; it is how the trade continues to have people in it.
Practically: explain what you are doing while you do it, give somebody a task slightly beyond what they have done before and stay nearby, and say their name to people who make decisions.
Staying in it
The industry loses good lighting people to exhaustion rather than to incompetence. The hours are long, the work is physical, it happens at night and at weekends, and it is genuinely hard to sustain.
The protections are unglamorous and they work: know your rates so you are not working more for less, keep your records, keep your certifications current, keep a network of people who will call you, take the days off, and do not be the only person who can run your rig. That last one feels like security and is actually a ceiling.
And as a leader you set the hours for other people too. A lighting director who works sixteen-hour days sets sixteen-hour days as the standard for everybody they lead, whether they intended to or not.
A handover, and what it must contain
| Item | Without it |
|---|---|
| The current state | They work from the design, which is out of date |
| What changed today | They rediscover it during a show |
| What is being worked around | Only you can run the rig |
| What is known broken, and tagged | It fails in front of an audience |
| Anything only in your head | It leaves the building with you |
Where lighting direction leads
| Next | What it needs from you |
|---|---|
| Lighting design | A body of work and a point of view |
| Production management | The budget and schedule side, deliberately learned |
| Technical direction | Breadth across departments |
| A staff role in a venue or facility | Consistency and institutional patience |
| Manufacturer or rental | Product knowledge and client manner |
| Teaching | The ability to explain, and the patience to repeat |
What actually gets you rebooked
| Behaviour | Why it matters more than craft |
|---|---|
| Arriving early | It is the first thing anybody notices |
| Knowing the protocol | It marks you as somebody who has done this |
| Taking a note without defending | Nobody wants to negotiate a note |
| Saying clearly when something will not work | Late surprises are what people remember |
| Tagging faults | It is the difference between a professional and not |
| Crediting your crew | It costs nothing and people hear about it |
| Not needing to be managed | It is what a lighting director is for |
How to do it
- Get the gear back to where it lives, in working order.
- Tag anything faulty rather than putting it back quietly.
- Update the paperwork to as-built.
- Write the handover: state, changes, workarounds, known faults.
- Photograph the looks if the show is closing.
- Thank the crew by name, and credit them to whoever decides things.
- Write down, for yourself, one thing you would do differently.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| A tour is late in every venue | Improvising the adaptation on arrival | The advance, and a set of decided variants |
| A visiting show discovered a problem at eight in the morning | The venue pack described the building as it was | Keep it current; read incoming riders and flag early |
| Only you can run the rig | The workarounds were never written down | Document them; it is a ceiling, not security |
| A closed show had to be redesigned to remount | It was never archived as-built | The last hour, including photographs of the looks |
| Good work and no second call | Almost always behaviour rather than craft | The rebooking list, which has nothing to do with light |
| You are leaving the industry, exhausted | The hours, and no protections in place | Rates, records, days off, and not being irreplaceable |
| Your crew all work sixteen-hour days | You do, and they take the standard from you | Set the one you would want set for you |
Practice it
Your own career, and your current rig.
- The gear is back where it lives, and anything faulty is tagged.
- The paperwork describes as-built, not as-designed.
- There is a handover covering state, changes, workarounds and faults.
- Nothing important exists only in my head.
- If the show has closed, the looks are photographed and it is archived.
- The crew were thanked by name and credited to whoever decides things.
- I have written down one thing I would do differently.
Leading the Department
Lead the lighting crew and rig.
Leading the crew
The lighting director leads the lighting department's crew — the technicians, operators, programmers, and crew who rig, prep, program, and run the lighting. This is team leadership applied to lighting: organizing and directing the crew, assigning the work, coordinating the rigging and prep, and leading the team to deliver the lighting for the show. The director is the head of the lighting team, responsible for the crew's work and coordination. Leading the lighting crew is central to lighting direction. The director leads the people who make the light happen.
This applies department-leadership skills (covered in Leading a Crew You Did Not Hire) to lighting: leading a skilled technical crew, coordinating their work, and getting the lighting delivered through the team. A well-led lighting crew rigs, preps, and runs the show efficiently and well; a poorly led one struggles. The director leads the crew so the department delivers. Leading the lighting crew is a core part of the director's role. The director is the leader of the lighting team.
Overseeing the rig and prep
The lighting director oversees the rig and the preparation — making sure the lighting system is rigged, set up, programmed, and ready for the show. This means leading the load-in and rigging of the lighting (the fixtures hung and positioned, the control and power set up), the programming (the design built into the console), and the checks (everything working and ready), so the lighting is prepared to deliver the show. The director is responsible for the rig being ready and right. Overseeing the rig and prep is central to lighting direction — the show's light depends on a properly prepared system. The director ensures the lighting is ready to run.
This requires leading the technical preparation (often delegated to the crew but overseen by the director) and ensuring quality and readiness — the rig hung correctly and safely, the system working, the design programmed and checked. A well-prepared rig makes the show run; an unprepared one fails. The director oversees prep so the lighting is ready when the show starts. Overseeing the rig and preparation is essential to lighting direction. The director makes sure the light is ready for the show.
Delivering & Running the Light
Make the design happen live on the show.
Delivering the design
The lighting director delivers the lighting design on the show — making the designed light actually happen, correctly, live, for the audience. This means realizing the design through the rig and programming (the looks and cues built and ready), running it on the show (the cues executed on the right moments), and ensuring the lighting comes out as designed. Whether the director designed it or is delivering someone else's design, their job is to make the design real on the show. Delivering the design live is central to lighting direction. The director turns the design into the show's actual light.
This is the bridge from design to audience: a design only matters if it's delivered well live, and the director ensures it is — programmed accurately, run on cue, looking right on the show. The director is responsible for the lighting the audience actually sees matching the intended design. Delivering the design faithfully and well is the director's core job. Lighting direction is the live delivery of the design. The director makes the design happen on the night.
Running and directing operation
The lighting director runs or directs the operation of the lighting live — either operating the console themselves (executing the cues) or directing the operators who do, leading the live running of the lighting through the show. This is operational command: making the lighting happen moment by moment, on cue, in sync with the show, either hands-on or by leading the operation. The director drives the lighting live, ensuring every cue and look happens correctly as the show unfolds. Running and directing the operation is central to lighting direction. The director commands the lighting live.
This requires operational skill and command (running cues accurately and on time, or leading operators to do so) and the focus to drive the lighting through a whole show in real time. The director is in command of the lighting as it happens, delivering each moment. Good live direction makes the lighting flow with the show; poor operation breaks it. The director runs the lighting live with command. Running and directing the live operation is essential to lighting direction. The director leads the light through the show.
Adapting Live & Leading Under Pressure
Direct lighting in real time, especially in broadcast.
Adapting live (and broadcast)
Live shows change, and the lighting director adapts the lighting in real time — adjusting to what happens (a change in the show, an unscripted moment, a problem) to keep the lighting right. This is especially central in broadcast/live TV, where the lighting director often directs lighting live for the program, adjusting and balancing the light for the cameras as the broadcast unfolds (a defined, important broadcast role). Adapting the lighting live — making it work for whatever happens, including for the cameras in broadcast — is a key directing skill. The director keeps the light right as the show changes. Live adaptation is central to lighting direction.
In broadcast particularly, the lighting director ensures the lighting works for the cameras throughout (correct levels, balance, and look for the broadcast picture — overlapping with Studio & Broadcast Lighting), adjusting live as needed. In all live contexts, the director adapts the lighting to the live reality. This real-time adaptation, on top of running the planned design, is a core directing skill. The director keeps the lighting right, live, whatever happens. Adapting live is essential to lighting direction. The director makes the light work in the live moment.
Leading under pressure
Running lighting live for a show is high-pressure — the lighting must happen correctly, in real time, with no second chances, while leading a crew and adapting to the live show. The lighting director leads under this pressure: staying calm and in command, running the lighting and the team steadily, solving problems live, and delivering the light reliably however the show goes. This composure and leadership under pressure is what makes a great lighting director — the lighting comes out right because the director leads it calmly and capably live. Leading under pressure is central to lighting direction. The director delivers the light with composure under live pressure.
When things go wrong (a cue issue, a fixture failure, a show change), the director handles it calmly and keeps the lighting going — adapting, leading the crew, delivering the show. The director's calm command keeps the lighting reliable under pressure. Combining department leadership, delivery, live operation, adaptation, and composure under pressure is lighting direction. The lighting director leads and delivers the show's light, live, with command. This is the directing craft at full demand. The director delivers great light under pressure.
Lighting Leadership
A senior leadership role in the lighting craft.
The complete lighting director
Pulling it together, the lighting director leads the lighting department and delivers the light on the show — leading the crew and rig, delivering the design, running and directing the live operation, adapting in real time, and leading under pressure with command. The complete lighting director combines lighting craft with department leadership, live operational command, and composure. This makes the director the leader responsible for the show's light coming out right, and it is a senior, respected role across concerts, theatre, broadcast, and events. Lighting direction mastered is leading and delivering the light of a production, live, with command.
The lighting director is the leader of the light — whether delivering their own design or someone else's, they make the lighting happen on the show, through a team, live. A great lighting director reliably delivers great light under pressure. Mastering lighting direction — leadership, delivery, live command, composure — is a senior, valued role in the lighting and production world. This book has built the understanding of that craft. The lighting director leads the show's light to the audience.
Developing as a lighting director
Developing as a lighting director means building strong lighting craft (basics, intermediate, design), gaining experience running shows and operating live, developing leadership of crews and departments, and building the live command and composure the role needs — usually progressing from operator and crew roles into leading. The best lighting directors combine deep lighting craft, strong leadership, sharp live command, and unflappable composure, built over many shows. Deliberately developing these is the path forward, alongside real directing experience leading lighting on shows.
From here, growing as a lighting director means leading lighting on more and bigger shows, building toward senior lighting and production roles (and specializing, e.g., in broadcast lighting direction), and mastering the leadership and delivery of light. It is a senior, respected career across the live and broadcast industries — the leader of the show's light. The skills this book brings together — leadership, delivery, live command, composure — are the foundation; mastery comes from leading lighting on many shows. Keep directing lighting, keep building your leadership and command, and you grow into a lighting director who leads and delivers the light.
Glossary
| Broadcast LD | A lighting director running lighting for a program |
| Delivery | Making the design actually happen on the show |
| Lighting director | The leader who runs the light on a show |
| Live adaptation | Adjusting the lighting in real time |
| Operation | Running the lighting (the console/cues) live |
| Prep | Rigging, setup, and programming before the show |
| Rig | The fixtures and lighting system for a show |
| Department | The lighting crew and its work |
Practical sign-off
Lighting direction is learned leading real shows. The learner leads the crew and rig, delivers a design, runs lighting live, adapts in real time, and leads under pressure. A mentor signs off when the learner can direct lighting on a show.
- Led the lighting crew and oversaw the rig and prep
- Delivered a lighting design live on a show
- Ran and directed lighting operation in real time
- Adapted live and led lighting under pressure with command
What the gear actually looks like
Every device named in this book, in one place. Recognition is the whole point of Chapter 4 — use this page to attach a picture to each name before you meet it on a dock at six in the morning.
Find the destination.
Work along the path between them.