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Lighting Direction & Leadership

Chapter 01

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.

Chapter 02

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.

Chapter 03

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.

Chapter 04

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.

Chapter 05

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.

Four jobs, often one person Designer, director, programmer and operator set side by side, with what each decides and what each is answerable for, and the director's column marked as the one that carries the consequence. Name which of the four you are doing before you do it. DESIGNERdecidesWhat the light doesWhether the show looksanswerable forlike the showDIRECTORdecidesWhat happens when theplan and the daydisagreeanswerable forThe department, and theconsequencePROGRAMMERdecidesHow it is built in theconsoleanswerable forThat it works and canchangeOPERATORdecidesHow it is run on thenightanswerable forThe right thing at theright momentcarries the consequenceIn a small organisation one person is all four. In a large one they are four people who have to agree.
Designer, director, programmer and operator — what each decides and what each is answerable for.

The programmer

Lighting Console
Lighting Console

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

RoleDecidesAnswerable for
DesignerWhat the light does -- looks, angles, paletteWhether the show looks like the show
DirectorWhat happens when the plan and the day disagreeThe department: crew, schedule, budget, safety
ProgrammerHow it is built in the consoleThat it works and can be changed
OperatorHow it is run on the nightThat the right thing happens at the right moment

Stage against broadcast lighting direction

AspectStage and liveBroadcast
EmploymentUsually freelance, per productionOften staff, per facility
The designNew each showOften an existing house look
The clockRehearsal and performanceTransmission schedule
Your bossProduction, via a stage managerA director in a control room
Tolerance for errorNotes and fixes between showsLive; there is no between
CrewAssembled per showLargely the same people

How to do it

  1. Ask who decides what the light does. If that is not you, you are not designing.
  2. Ask who hires and instructs the crew. If that is you, you are directing whatever the title says.
  3. Ask who owns the schedule and the budget.
  4. Ask who is answerable if the lighting does not happen.
  5. Ask what happens when the plan and the day disagree, and who decides.
  6. Write the answers down, and confirm them with whoever offered it.

What goes wrong

SymptomLikely causeWhat to do
You are held responsible for decisions you were not allowed to makeDoing a director's job with a technician's authorityEstablish who decides, in writing, before the job starts
Two people are instructing the crewNobody agreed who leadsSettle it immediately; a crew with two leaders has none
You are brilliant on a console and struggling to leadThey are different skills; one does not produce the otherThis book; and accept that the transition is a real change of job
A move from live to broadcast, or back, is going badlyThe skills transferred and the pace and authority did notLearn 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.

Practice it
01
Write down, for your current job, which of the four roles you actually perform.
Answer
Most people find they perform parts of two or three roles, which is normal and is worth knowing explicitly rather than vaguely.
02
Write down who decides what the light does, who instructs the crew, and who is answerable.
Answer
Those three questions separate a title from a job, and the answers are frequently not what the title implies.
03
Do the same for the job you would like next.
Answer
Doing it for the next job is what turns an ambition into a specific gap you can close.
04
Identify the one authority you would gain, and the one consequence you would carry.
Answer
Naming the consequence is the honest part. Every step up in this field is more authority and more of somebody else's risk carried by you.
Field checklist
  • 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.
Chapter 06

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

Fixture
Fixture

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

StepWhat you getIf you skip it
Scale and orientationEverything else means somethingEvery measurement you take is wrong
The keyWhat each symbol actually isYou count the wrong fixtures
Counts and typesThe shop order and the budgetYou discover the gear shortfall on the day
Trace one systemWhether you understand the designYou can read the plot and not run it
The sectionWhether it can physically reachCoverage and sight-line surprises at focus
Walk the room with itWhat is actually trueYou are working from a hypothesis

The documents, and what each is for

DocumentWhat it isWhen you hold it
Light plotPlan view: what hangs where, on what circuitRigging
SectionSide view: heights, angles, sight linesPlanning and troubleshooting coverage
Magic sheetOne page, organised by what things doCueing and notes
Cheat sheetThe same, as a list by channelAt the console
HookupWhat is plugged into whatPatching and faultfinding
Cue listWhat is meant to happen, and whenTech, and taking over a show

How to do it

  1. Check scale and orientation first.
  2. Read the key, then count fixture types and totals against what you actually have.
  3. Trace one system end to end and say out loud what it is for.
  4. Read the section for anything whose reach you doubt.
  5. Walk the room with the plot in your hand and mark every difference.
  6. Find out the design's intent -- ask the designer, or read the cue list.
  7. Decide the smallest set of adaptations, and write down every one.

What goes wrong

SymptomLikely causeWhat to do
A wash does not cover, though the plot says it doesThe section was not read; the angle does not work from that heightRead the section before focus, not during it
You changed something that turned out to be deliberateActed before finding out the intentAsk first; where you cannot ask, change the least and record it
The gear on the truck does not match the plotCounts and types were never checked against the orderCount at prep; it is the whole reason prep exists
A fixture is in shot, or in a sight linePlan view looks fine; the section would have shown itThe section, again
Nobody knows why a previous change was madeThe last person did not write it downWrite yours down; it is the only fix available

Practice it

Any light plot you did not draw, ideally with its section.

Practice it
01
Find the scale, the orientation and the key before reading anything else.
Answer
Doing these three first is the habit; every measurement taken before them is a measurement you will redo.
02
Count the fixture types and totals.
Answer
The counts are the budget and the shop order, which is why this is not a clerical step.
03
Pick one wash or system and trace it from fixture to channel to purpose, and write down what it is for in one sentence.
Answer
If you cannot write the sentence, you have read the plot without understanding the design, and that is worth discovering now.
04
Find one thing on the plot whose reach you doubt, and check it on the section.
Answer
The section almost always resolves it, and it resolves it in two minutes rather than at focus in front of a crew.
05
Walk the actual room with the plot and list every difference.
Answer
There are always differences. The list is the actual plot for this room, and it is what you will work from.
Field checklist
  • 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.
Chapter 07

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.

A design package is a physical stack of documents that has to agree with itself.
The paperwork, and what each document answers Six documents of a lighting design package -- plot, section, instrument schedule, hookup, magic sheet and cue list -- each with the one question it answers and the moment it is held. A package is a deliverable. Each piece answers a different questionat a different hour. PLOTanswerswhat hangs whereheld atriggingSECTIONanswerscan it reach?held atplanning coverageSCHEDULEanswersevery fixture, bypositionheld atriggingHOOKUPanswerswhat plugs intowhatheld atpatch and faultsMAGIC SHEETanswerswhat each thingdoesheld atcueingCUE LISTanswerswhat happens, andwhyheld attech and rebuildAnd a version date on every one of them.Documents from three different weeks are worse than none -- people work from themconfidently.The version matters more than anything else on this list.
Plot, section, schedule, hookup, magic sheet and cue list — the question each answers and the hour it is held.

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

Console
Console

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

DocumentAnswersNeeded by
Plot and sectionWhat hangs where, and whether it reachesPrep and rigging
Instrument scheduleEvery fixture, by positionRigging
Hookup or patchWhat is plugged into whatPatching and faultfinding
Colour and gobo listWhat goes in each fixturePrep; gel is cut in advance
Magic and cheat sheetsWhat each thing doesCueing and notes
Cue list with intentWhat happens, when, and whyTech, and rebuilding the show
Paperwork index and versionWhat is in here and how currentEverybody, and it is the one most often missing

What "as-built" means, and why it is the deliverable

StageWhat the paperwork describes
DesignWhat was intended
Shop orderWhat was hired
Load-inWhat was actually hung
After focusWhere it actually points
After techWhat the cues actually are
As-builtAll of the above, current -- the only version worth archiving

How to do it

  1. Find the index and the version date. If there is no version, that is your first finding.
  2. Check that every document in the index is present.
  3. Check the documents against each other -- does the hookup match the plot, does the colour list match the schedule.
  4. Check one fixture end to end through every document.
  5. List what is missing and ask for it in writing, once, early.
  6. Where it will not arrive, produce it yourself and say that you did.

What goes wrong

SymptomLikely causeWhat to do
The patch does not match the plotTwo documents from different versionsVersion everything; check documents against each other at handover
Gel was not cut and the rig is waitingNo colour list in the package, or it arrived lateIt is a prep document; chase it before the day, not on it
Focus took twice as long as plannedNo focus packetHalf an hour of preparation buys two hours of crew time
The show cannot be remountedPaperwork was never brought to as-builtUpdate at the end of tech, not at the end of the run
The only record is a console fileA binary was mistaken for documentationA cue list with intent, in a format anybody can read

Practice it

Any show's paperwork, yours or somebody else's.

Practice it
01
Find the version date on every document, and note any that have none.
Answer
Undated documents are the most common single defect in lighting paperwork, and finding them is a two-minute job that prevents a whole class of error.
02
Check the hookup against the plot for ten fixtures.
Answer
Ten fixtures is enough to find a mismatch if there is one, and small enough that you will actually do it.
03
Trace one fixture through every document in the package.
Answer
Tracing one fixture end to end is the fastest test of whether the package is internally consistent.
04
Write the one-page index the package should have had.
Answer
The index is frequently the most useful page in the package and the one nobody wrote, so writing it is a real contribution.
Field checklist
  • 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.
Chapter 08

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.

Four things decide the design before you draw Budget, venue, schedule and crew drawn as four walls around the space a design can occupy, with the question that establishes each one. A plot drawn before these gets redrawn, and somebody is charged forit. WHAT THE DESIGNCAN BEBUDGETask for a number, in writingVENUEpositions, capacity, power, rulesSCHEDULEask for the SHAPE, not thelengthCREWhow many, how skilled, who isticketedYou will compromise. Compromising from a decision is different from never having made one.
Budget, venue, schedule and crew as four walls around the space a design can occupy, with the question that establishes each.

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

ParameterDecidesFind out by
BudgetHow many fixtures, and of what kindAsking, in writing, for a number
VenueWhat is physically and contractually possibleA drawing, a site visit, and the house's rules
ScheduleHow complex the rig can beAsking for the shape, not the duration
CrewWhat can be achieved in that timeAsking how many, how skilled, and who is certificated

Venue questions worth asking every time

QuestionWhy 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

  1. Ask for the budget as a number, in writing.
  2. Get the venue drawing, and visit if you possibly can.
  3. Ask for the schedule's shape, not its length.
  4. Ask how many crew, how skilled, and who holds which certification.
  5. Write all four back to whoever gave them to you, as your understanding.
  6. Only now decide the preliminaries -- what systems the show needs.
  7. Price it, and offer a priced option set rather than one answer.

What goes wrong

SymptomLikely causeWhat to do
The design had to be cut in publicIt was drawn before the budget was knownEstablish the number first; then design inside it
The rig does not fit the roomNo drawing, no visitA site visit is cheaper than a redesign on the day
The rig was not up in timeComplexity designed against a schedule nobody had checkedAsk for the schedule's shape before you draw
Nobody could operate the liftCrew certification was never asked aboutAsk; it is one question and it stops the whole rig
The order closed before the design was finishedNormal, and it will happen againDecide enough to order from, early, and expect to

Practice it

Any upcoming or recent job.

Practice it
01
Write down the budget, the venue constraints, the schedule shape and the crew, as you actually knew them before drawing began.
Answer
Almost nobody has all four, and seeing which were missing explains most of what went wrong on that job.
02
Mark which of the four you did not have.
Answer
The gaps are the finding. They are also usually the same gaps job after job, which makes them a habit to fix rather than bad luck.
03
For each one you did not have, write the single question that would have got it.
Answer
The questions are always short. That is the point -- these are not hard things to find out, they are things nobody asked.
04
Write the priced option set you would offer if asked today.
Answer
An option set with prices is what turns you from somebody with a problem into somebody with a proposal.
Field checklist
  • 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.
Chapter 09

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.

Reading a photometric cut sheet The figures a manufacturer publishes -- beam angle, field angle, and illuminance and pool diameter at a series of distances -- with which of them answers the coverage question. 'Will this cover it?' is arithmetic, not an opinion. what the sheet gives youBeam anglewhere intensity has HALVEDField anglewhere it has fallen to a TENTHIlluminance at 5 mhow much light arrivesPool diameter at 5 mhow big the circle isLamp / enginepower, heat, colour behaviourWeightwhether the bar can carry itthe coverage question, in order1. measure the throw2. take the FIELD angle3. look up the pool diameter there4. allow overlap between pools5. CHECK THE LEVEL TOOChoose on beam angle and you light gaps between pools. Coverage is fieldangle, always.A pool the right size at a tenth of the light you need is not coverage. Both numbers have to work.
The figures a manufacturer publishes, and the five-step order for answering whether a fixture will cover.

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.

Coverage is field angle, not beam angle A cone of light with the beam angle marked where intensity has halved and the field angle marked where it has fallen to a tenth, showing that choosing on the narrower figure leaves gaps between pools. Choose on beam angle and you light gaps between your pools. fixtureBEAM ANGLE50% intensityFIELD ANGLE10% intensitythe stage -- what you have to coverThe answer1. measure the throw2. field angle3. pool diameter4. allow overlap5. CHECK THE LEVELA pool the right size at a tenth of the light you need is not coverage. Both numbers have to work.
Beam angle at half intensity against field angle at a tenth, and the five-step answer to the coverage question.

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

FigureWhat it meansWhat you use it for
Beam angleWhere intensity has halvedComparing fixtures; not coverage
Field angleWhere intensity has fallen to a tenthCoverage -- this is the one
Illuminance at distanceLight delivered at that throwWhether you have enough level
Pool diameter at distanceHow big the circle isWhether you have enough coverage
Lamp or engineSource type and wattagePower, heat and colour behaviour
WeightWhat the bar has to carryStructure

What decides a fixture, beyond optics

ConstraintQuestion
StructureCan the bar or grid carry it?
PowerDoes the circuit have room, at 80 per cent?
NoiseWill the fan be on the recording?
HeatIs it near people, or near anything flammable?
SizeIs it in a sight line, or in shot?
AvailabilityCan the hire company actually supply this many?
PriceDoes it fit the number, with the rest of the rig?

How to do it

  1. Measure or read the throw distance from the section.
  2. Decide the field angle you are considering.
  3. Look up the pool diameter at that distance on the cut sheet.
  4. Compare with the area, allowing overlap between adjacent pools.
  5. Look up the illuminance at that distance and check the level, not only the size.
  6. Run the fixture past weight, power, noise, heat, size, availability and price.
  7. Give the answer as a number and say where it came from.

What goes wrong

SymptomLikely causeWhat to do
Gaps and scallops between adjacent poolsChosen on beam angle instead of field angleCoverage is field angle, always
Coverage is right and the level is too lowOnly the pool size was checkedBoth numbers have to work
The rig worked in the old venue and not the new oneLonger throw; light falls with the square of distanceRecalculate for the actual throw, every venue
The perfect fixture will not go on the barWeight was not checkedStructure is part of the specification, not an afterthought
Fan noise is on the recordingNoise was not a selection criterionIt is, in any room with a microphone

Practice it

Two candidate fixtures' cut sheets, and a real room with a measurable throw.

Practice it
01
Measure the throw from the position to the area.
Answer
Measuring rather than estimating is the whole difference; a throw guessed to the nearest few feet changes the answer.
02
For each fixture, find the field angle and the pool diameter at that distance.
Answer
Field angle is the number that answers the coverage question, and using beam angle here is the commonest error in the trade.
03
For each, find the illuminance at that distance.
Answer
Level is where fixtures that seemed equivalent separate, often by a factor of two.
04
Say which one you would specify, with the two numbers that decided it.
Answer
Two numbers and a source is a professional answer. An opinion is not, however experienced the person giving it.
05
Now check your choice against weight, power and noise.
Answer
The optical winner is frequently eliminated by weight, power or noise, which is why this check comes before the specification goes out.
Field checklist
  • 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.
Chapter 10

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.

Build the day backwards from the show The stages of a load-in laid out from show time leftwards to unload, with each stage's dependency marked and the contingency placed before focus rather than at the end. Plan forwards and you run out of day at the end, at the end. UnloadRig overheadRig floorCable and powerPatch and proveCONTINGENCYFocusCueRehearseSHOWstart herework backwards, and the impossible plan is visible on paperContingency goes HEREbefore focus, where the surprisesare -- not at the end, wherelateness eats itEach stage cannot start until the one before is FINISHED. Cueing on a nearly-finished focus rebuilds every cue.
A load-in laid out from showtime back to unload, with each stage's dependency and the contingency placed before focus.

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.

Overhead work happens first, while the floor is empty.

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.

Where a load-in day's time actually goes The stages of a lighting day drawn as proportions of the whole, with rigging and focus taking most of it and the contingency shown where it belongs, before focus. Contingency at the end is contingency you will not have. 12%Unload anddistribute26%Rig overhead14%Rig floor, cable,power6%Patch andPROVE10%CONTINGENCY22%Focus10%Cueone load-in dayput it HEREbefore focus, where the surprises are -- adead fixture, a position that is wrongnot at the endtime at the end is eaten by the show beinglate, every timeProportions from a typical day. The two longest blocks are the two that overrun, and both are ahead of the cueingsession.
A load-in day as proportions, with rigging and focus taking most of it and the contingency placed before focus.

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

StageCannot start until
Distribute to positionsUnload is done
Rig overheadThe floor under it is clear
Rig floor and standsOverhead is finished
Cable and powerEverything is hung
Patch and provePower is on and tested
FocusEvery fixture has been proved to work
CueFocus is finished, not nearly finished
RehearseCues exist

Where the time actually goes

StageTypicallyOverruns because
RigLongest single blockAccess, order, or a wrong count
Patch and proveShort, and skippedSkipping it costs focus time
FocusSecond longestNo focus packet; dead units found late
CueExpands to fill everythingIt is a creative session with no natural end
ContingencyShould sit before focusIt is usually put at the end, where it is eaten

How to do it

  1. Start from the first moment anybody sees anything and work backwards.
  2. Lay out the stages in dependency order, not in preference order.
  3. Put the contingency before focus.
  4. Schedule the breaks, and mean them.
  5. Check the plan against the crew size and skill you actually have.
  6. Check it against the other departments' needs for the space.
  7. Publish it, and brief the shape of the day at the crew call.
  8. Re-plan out loud the moment it slips, naming what is being given up.

What goes wrong

SymptomLikely causeWhat to do
Focus found three dead fixturesThe rig was not proved before focus beganPatch and prove is a stage; it is short and it is not optional
Every cue had to be rebuiltCueing started before focus finishedFinish focus; "nearly finished" is not finished
The day ran out at the endThe plan was built forwards from the callBuild it backwards from the show
The contingency vanishedIt was at the end, where lateness consumes itPut it before focus
The crew were slow and tired by the afternoonA break was worked through in the morningSchedule breaks and take them; this is a safety decision
Other departments were blocked all morningLighting's plan was not sharedPublish it; lighting overhead gates everybody

Practice it

Any load-in you have done or are about to do.

Practice it
01
Write the plan backwards from showtime, stage by stage.
Answer
Backwards is where an impossible plan becomes visible, and it becomes visible on paper rather than at six in the evening.
02
Mark, for each stage, what has to be finished before it starts.
Answer
The dependencies are what make the order non-negotiable, and writing them down is what stops somebody helpfully starting the next stage early.
03
Put the contingency somewhere and say why there.
Answer
Before focus is the answer, because that is where the surprises are. Contingency at the end is contingency you will not have.
04
Write the two-minute brief you would give at the crew call.
Answer
The brief is two minutes and it is the highest-leverage two minutes in the day, because a crew that knows the plan stops asking you things.
Field checklist
  • 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.
Chapter 11

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.

Focus is a lift, a crew waiting, and exactly one person talking.

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.

Order focus by position, not by system The same rig focused in system order and in positional order, showing the access equipment crossing the room repeatedly in the first case and moving once per bar in the second. The cost in a focus call is moving the lift, not changing thefixture. BY SYSTEM -- the designer's orderbar 1bar 2bar 3bar 48 movesof the liftor the ladderBY POSITION -- yoursbar 1bar 2bar 3bar 43 movesof the liftor the ladderWhich is why the focus packet is ordered by position, and the designer's order of interest is irrelevant to it.
The same rig focused in system order and in positional order, and the number of lift moves each needs.

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

WordMeans
PanRotate horizontally
TiltRotate vertically
SpotNarrow the beam
FloodWiden the beam
SharpenHarden the edge
SoftenDiffuse the edge
Shutter cutCut the edge, named by where it cuts
Stage left and rightFrom the performer's view -- the reverse of yours
StopEverything stops, immediately, from anybody

Why focus overruns

CauseFix
No focus packetHalf an hour of prep buys two hours
Ordered by system, not positionReorder by position; ladder moves are the cost
Dead units discovered nowProve the rig before focus
Perfecting one specialKnow your seconds-per-unit and say the number
Two people instructingOne voice, agreed before you start
Rig still upEverything off but the unit being focused

How to do it

  1. Count the units, divide by the time available, and know your rate.
  2. Order the packet by position, not by system.
  3. State the rules at the start: one voice, nobody underneath, anybody can call stop.
  4. Everything off but the unit being focused.
  5. Say the channel, the instruction, then stop talking.
  6. Finish a position completely before moving the access equipment.
  7. Mark the packet as you go, including what could not be achieved.
  8. Call the clock out loud when a decision is costing other fixtures.

What goes wrong

SymptomLikely causeWhat to do
Somebody on a ladder got contradictory instructionsTwo voicesOne voice, stated at the start, enforced
Focus took twice the planned timeOrdered by system, so the lift moved constantlyOrder by position
Nobody can see what a fixture is doingThe rest of the rig is upEverything off but this one
"Stage left" produced a move the wrong wayStage directions are from the performer's viewSay it, and check it, at the start of the call
Forty units unfocused with twenty minutes leftThe clock was not being counted out loudKnow the rate; say the number when a choice costs other fixtures
Nobody remembers what was decidedThe packet was not markedMark as you go; two hours of decisions are not memorable

Practice it

Any rig you can focus, or a focus call you can watch.

Practice it
01
Count the units and the time, and work out the seconds per unit.
Answer
The seconds-per-unit number changes how the call feels, because it turns a vague pressure into a budget you can spend deliberately.
02
Reorder the focus list by position and compare it with the order you were given.
Answer
The positional order is almost always different from the order you were handed, and the difference is the time saved.
03
Run or watch the call, and write down every instruction that had to be repeated.
Answer
Repeated instructions are ambiguity, and the pattern is usually one or two phrases -- fix those and the call gets faster.
04
Note every point at which somebody walked under the access equipment.
Answer
It happens more than anybody expects, which is why enforcing it is a job rather than an assumption.
Field checklist
  • 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.
Chapter 12

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.

During tech the most important document is a handwritten list.

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.

A change has four parts, and two get skipped The four parts of a change -- somebody asks, you assess the cost, somebody decides, you record it -- with the two commonly skipped parts marked and the cost of skipping each. Skip the assessment and lose an afternoon. Skip the record and losethe show. Somebody asksDirector, designer, producerif skipped:This always happensYou assess the costYouOFTEN SKIPPEDif skipped:A small request becomes alost afternoonSomebody decidesWhoever owns the time or moneyif skipped:You made a productiondecision unaskedYou record itYouOFTEN SKIPPEDif skipped:Nobody can reconstruct theshow, including youCost it out loud"That is a new position, which is a lift, which is twentyminutes and stops the stage"Costing a request out loud turns it into an informed decision by whoever owns the time.
A change in four parts, with the two that get skipped marked and the cost of skipping each.

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

PartWhoIf it is skipped
Somebody asksDirector, designer, producerNothing; this always happens
You assess the costYouA small request becomes a lost afternoon
Somebody decidesWhoever owns the time or the moneyYou made a production decision you were not asked to make
You record what was doneYouNobody can reconstruct the show, including you

Notes, and what to do with each

Kind of noteIn the roomAfterwards
Easy and cheapWrite it downDo it
ExpensiveWrite it downCost it, then take it back with a price
ImpossibleWrite it downExplain privately, with an alternative
Not lightingWrite it downRoute it to whoever owns it
Contradicts an earlier noteWrite it downRaise it privately; do not adjudicate in public

How to do it

  1. Start a written note list before the first run, and keep it in one place.
  2. During the run, watch. Do not work.
  3. In the note session, collect everything and negotiate nothing.
  4. Afterwards, sort the notes into cheap, expensive, impossible and not-yours.
  5. Cost the expensive ones and take them back with a price.
  6. Do the work in a block, in the time you have been given.
  7. Record every change against the paperwork, and version it.
  8. Report at the start of the next session what is done and what needs a decision.

What goes wrong

SymptomLikely causeWhat to do
The same note keeps being givenIt was never written down, or never reported as doneOne written list; report status at the start of each session
An afternoon disappeared into one requestThe cost was never assessed or statedCost it out loud before agreeing
The crew rigged from a superseded plotNo versioning, and two people editingDate and version everything; one named owner of the master
You said "that cannot be done" in front of the companyNegotiating in the note sessionCollect in the room, explain privately, bring an alternative
Nobody can reconstruct why a cue is as it isChanges were made and not recordedThe record is part of the change, not an optional extra
A last-minute change broke the showNobody named the point at which changes stop being worth itSay "we can, and it will not be rehearsed"; let them decide

Practice it

Any tech process, or a recent one you remember.

Practice it
01
Reconstruct the note list as it should have looked, with who gave each note.
Answer
Reconstructing it shows how many notes there actually were, which is always more than anybody remembers.
02
Sort them into cheap, expensive, impossible and not-yours.
Answer
The sort is the work. Most notes are cheap, and treating all of them as equally serious is what makes tech feel impossible.
03
For the expensive ones, write the sentence you would have used to cost them.
Answer
A costing sentence names the equipment, the time and who is blocked. Anything vaguer than that is not a cost, it is a complaint.
04
Identify one change that was made and not recorded, and what it cost later.
Answer
There is always one, and the cost usually landed on somebody other than the person who skipped the record.
Field checklist
  • 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.
Chapter 13

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

WordAmbiguitySay instead
UpBrighter, or tilt upName it -- level up, or tilt up
Left and rightStage or houseSay which, every time
NextNext fixture, or next cueName the thing
That oneNothing over a radioThe channel number
BrighterA wish, not a valueA percentage or a level
WarmerColour or moodA colour temperature, or a gel
SoonAnythingA time

Translating upward

What you are toldWhat to ask
It's too darkToo dark where -- the face, or behind them?
It looks wrongWrong compared with what?
Can we try somethingCan you describe what you want it to feel like?
Make it more dramaticMore contrast, or less light overall?
Is that the best we can doWith this rig and this time, yes. What would you cut for it?

How to do it

  1. Name the object, then the action.
  2. Use a number rather than an adjective wherever one exists.
  3. Stop talking. Do not add a reason mid-instruction.
  4. Wait for the confirmation, or ask for it.
  5. Say "good" when it is right, so they know they are finished.
  6. If it took two attempts, note which word was ambiguous and fix that word, not the person.

What goes wrong

SymptomLikely causeWhat to do
Instructions have to be repeated constantlyAction before object, or an ambiguous wordObject first; settle the ambiguous words at the start
Somebody did the opposite of what you meant"Up", "left" or "next" without qualificationName it every time; it costs one word
An adjustment was made on a guess and was wrongAn adjective was accepted as an instructionAsk the question that produces a number or a location
You were confidently wrong about something checkableAnswering rather than checkingI will find out and come back in ten minutes
A schedule problem became a crisisBad news held until it was obviousSay it as soon as you know, with a proposal
The crew never know when they have finished a taskNo closing wordSay "good, next" -- silence is not confirmation

Practice it

Any session where you give instructions, or a recording of one.

Practice it
01
Write down every instruction you gave that had to be repeated.
Answer
The repeats cluster around two or three phrases, which makes this a short list rather than a general failing.
02
Identify the specific word in each that was ambiguous.
Answer
It is almost always "up", a direction, or an adjective standing in for a value.
03
Rewrite five of your habitual instructions object-first, with numbers.
Answer
Object-first with a number is a different habit rather than more effort, and it is noticeably faster within one session.
04
Write the sentence you would use to deliver an hour of lost time.
Answer
The sentence has three parts: what happened, what you propose, and what you need decided. Anything without all three leaves work for the person you told.
Field checklist
  • 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.
Chapter 14

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.

What each department needs from you, early Seven departments with what each needs from lighting and what lighting needs from each, all of it cheap weeks in advance and impossible during tech. The argument you avoid in week one arrives in tech. they need from youyou need from themDirectorIntent made buildableWhat the audience should feelDesignerAn agreed division of decisionsThe intent, and the paperworkScenicYour positions, and what you lightSurfaces and FINISHESVideoYour level; flags off their screensTheir level, and who movesSoundWhich fixtures have fansTheir hanging pointsStage mgmtWhat you need, no surprisesTime and early warningProductionPriced options, not problemsBudget and schedule, as numbersSurface finish is the one people forget. A glossy black floor and a matte one behave completely differently.
Seven departments, with what each needs from lighting and what lighting needs from each, early.

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.

A production meeting is several departments round one table with paper in front of them.

What each department needs from lighting, early

DepartmentWhat they need from youWhat you need from them
DirectorIntent translated into something buildableWhat they want the audience to feel and look at
DesignerAn agreed division of decisionsThe design's intent, and the paperwork
ScenicYour positions and what you need litSurfaces, finishes, and what hangs where
VideoYour exposure level, and flags off their screensTheir level, and who moves when it is wrong
SoundWhich fixtures have fans; your hanging pointsTheir hanging points and mic positions
Stage managementWhat you need, when, with no surprisesTime, warning, and early information
ProductionPriced options, not problemsThe budget and the schedule as numbers

A meeting worth having

HasDoes not have
A stated purposeA status update everybody had by email
The people who can decideOnly the people who will do the work
An agenda sent in advanceA discovery process in the room
A finish time that is keptAn open end
Written decisions sent afterwardsA shared memory that will diverge

How to do it

  1. Ask what they want the audience to feel, and where they want them looking.
  2. Ask which moments matter most. There are usually three or four.
  3. Say back what you heard, in their words, and let them correct you.
  4. Then say what that means in lighting terms, once, briefly.
  5. Ask what they hated about the lighting on their last show. The answer is extremely useful and nobody asks it.
  6. Write down what was agreed and send it to them.

What goes wrong

SymptomLikely causeWhat to do
The director keeps giving notes that undo each otherThe intent was never established, so each note is localHave the intent conversation, even late
You and the designer collided in front of the crewThe division of decisions was never explicitSettle it privately and immediately; the crew will remember
The floor is reflecting everythingSurface finish was never asked aboutAsk scenic about finishes, not just colours
Video and lighting are fighting over the pictureNo agreed exposure relationshipAgree levels and who moves, in advance
Fan noise on the recording, discovered at techSound was not told which fixtures have fansTell them at the specification stage
You are being managed rather than consultedYou bring problems instead of priced optionsTwo options with prices, every time

Practice it

Any show, current or recent, with more than one department.

Practice it
01
Write down, for each department, the one thing you needed from them early and whether you asked.
Answer
The pattern is usually that you asked one department and assumed about the rest, and the assumption is where the trouble came from.
02
Write down the one thing they needed from you early and whether you told them.
Answer
This half is more often missed, because it feels like their problem until it is your fan on their recording.
03
Write the three questions you would ask the director at the first meeting.
Answer
The most useful third question is what they hated about the lighting on their last show, and almost nobody asks it.
04
Identify one conflict that happened and the early conversation that would have prevented it.
Answer
Nearly every inter-departmental conflict in this industry traces to a conversation that would have taken four minutes weeks earlier.
Field checklist
  • 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.
Chapter 15

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.

The first five minutes with a crew is one person talking to a group, before any gear moves.

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.

A delegated task has four parts A bad instruction and a good one set against each other, with the four parts of a complete task and what is missing from the bad version. Miss one part and you get somebody waiting, or improvising. NOT A TASK"Get the upstage bar done"No outcome, no finish line, no failure path, noreturn pointA TASK"Hang and cable the upstage bar to the plot, bonds oneverything, find me when it is hung and before you cable, and ifanything is missing tell me rather than substituting"What the outcome iswithout it:They build something elseWhat finished looks likewithout it:They stop too early or too lateWhat to do if it goes wrongwithout it:They improvise, or they waitWhen to come backwithout it:You lose them for an hourThe four-part version is twenty seconds longer to say, and it is the twenty seconds that prevents the improvisation.
A bad instruction and a complete one, with the four parts of a task and what is missing without each.

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

DoWhy
Say who you are and that you run the lightingA crew with no named lead has no lead
Say the shape of the day and the first three tasksThey stop asking, and they sequence themselves
Say the specific safety rules hereGeneral rules are ignored; specific ones are followed
Say anybody can stop workIt is only true if you said it
Ask who has done this and who is certificatedGuessing this is how a lift stands idle
Ask and use their names'Marcus, stop' works; 'hey' does not

A delegated task, part by part

PartWithout it
What the outcome isThey build something else
What finished looks likeThey stop too early or too late
What to do if it goes wrongThey improvise, or they wait
When to come backYou lose them for an hour

How to do it

  1. Introduce yourself and state that you are running the lighting.
  2. Give the shape of the day and the first three tasks.
  3. State the specific safety rules for this room and this rig.
  4. Say explicitly that anybody can stop work, and mean it.
  5. Ask who has relevant experience and who holds which certification.
  6. Get their names and write them down.
  7. Delegate the first tasks in four parts each.
  8. Check the first item of each task, out loud, as normal practice.

What goes wrong

SymptomLikely causeWhat to do
The crew keep asking you what to do nextThey were never told the shape of the dayTwo minutes at the start; it saves an hour
Somebody improvised a substitutionThe task did not say what to do if something was missingFour parts, every task
A whole bar has to be re-doneChecking happened at the end rather than on the first itemCheck early, when the correction is cheap
Nobody will tell you when something is wrongYou sped up under pressure, so they learned not toVisibly slow down when it matters; they are watching
A correction cost you the roomIt named a person rather than the workCorrect the work, quietly, with a reason
Somebody is failing in a position you put them inYou left a decision unmadeMove them privately to work they can do well
The lift stood idleNobody asked who was certificatedAsk in the first five minutes

Practice it

Any crew you have led, or will lead.

Practice it
01
Write the five-minute opening you would give, in full sentences.
Answer
Writing it out is what makes it deliverable under pressure; an improvised opening leaves out the safety line every time.
02
Take one task you habitually delegate and write it out in four parts.
Answer
The four-part version is always longer than what you normally say, and the extra twenty seconds is what prevents the improvisation.
03
Write down the names of everybody on your last crew, from memory.
Answer
Most people cannot, and that is the finding -- names are the cheapest leadership tool available and the one most often skipped.
04
Identify one thing your behaviour taught that crew that you did not say out loud.
Answer
It is usually about whether stopping was really allowed, and the answer came from what you did when the clock was bad.
Field checklist
  • 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.
Chapter 16

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

FieldWhy
Name and contactObvious, and still often missing
What they are good atA list of names builds the wrong crew
Certifications, and expiryA lift needs a ticket, and tickets lapse
Height, console, client-facingThree different jobs
Rate agreed last timeSo the next conversation is quick and consistent
Anything they want to learnThe cheapest way to keep good people

Hiring, in order of what matters

PriorityWhy it is above the next one
Safety judgementEverything else is irrelevant after an incident
ReliabilityA brilliant person who may not arrive is not a plan
Saying "I do not know"Hidden limits are the dangerous kind
SpeedReal, and it is trainable
Specific technical skillThe easiest of all of these to teach

How to do it

  1. Write down what the job actually requires, in tasks and hours.
  2. Decide the rate, and what happens to overtime and travel.
  3. Go to your list and match people to what the job needs.
  4. Look at who you did not consider, and ask yourself why not.
  5. Include at least one person who is newer than the rest, where the job safely allows it.
  6. State the rate and the hours to everybody before they accept.
  7. Afterwards, update the list with what you learned about each person.
  8. Credit them by name to whoever decides things.

What goes wrong

SymptomLikely causeWhat to do
The wrong crew for the dayA list of names with no note of what each is good atRecord specifics, not just contacts
The lift stood idleCertifications not tracked, or lapsedRecord them with expiry dates
Somebody hid a mistakeYou hired for skill over honestyReorder what you are hiring for
Your crew always looks the sameRecommendation reproduces the existing network, silentlyNotice who you are not calling; give somebody a first day
Two people on the same job on different ratesMoney left ambiguous, so the confident asker did betterState the rate up front; same work, same rate
Somebody keeps making the same mistake on other people's jobsThey were dropped and never told whyOne uncomfortable conversation; it is worth their career
Good people stop being available to youTheir day was not looked after, and they told othersBreaks, hours, food, and credit by name

Practice it

Your own crew list, or the list you should have.

Practice it
01
Write down everybody you would call, with what each is good at and what certifications they hold.
Answer
Most people find their list exists only in their phone as contacts, with none of the information that makes it useful.
02
Write down three people you know of and have never called, and why not.
Answer
The reasons are the exercise. Some will be good reasons and some will be assumptions you have never tested, and separating them is the work.
03
Write the sentence you would use to state a rate before a job.
Answer
A complete sentence covers the rate, the hours, and what happens to overtime and travel. Anything vaguer favours whoever is best at asking.
04
Write down one person you could give a first day to, and on what job.
Answer
Everybody currently working in this industry got a first day from somebody who decided to give them one.
Field checklist
  • 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.
Chapter 17

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.

What a lighting budget is made of Nine lines of a lighting budget, with the ones people remember separated from the ones they forget, and a note that the forgotten ones are often half the number. People remember the hire and forget the rest. The rest is frequentlyhalf of it. REMEMBEREDEquipment hirethe one everybody costsFORGOTTENAccessoriesthe fixture quote had no clamps or bondsConsumableseach item trivial, the total is notCrewcounted as bodies rather than hours plus overtimeTransportdelivery AND collection, often separateAccess equipmenta lift is a hire with its own ticketPowera generator or temporary supply is real moneySpares10% on anything with moving partsContingencyit feels like admitting you might be wrongAsk for it as a NUMBER, in writing.A verbal 'about the same as last time' is not abudget.and bring a first cutBreak the total into lines. A single number invitesone argument; lines invite a conversation about whichline.The expensive surprises are all in the right-hand column.
Nine budget lines, with the one everybody costs separated from the eight they forget.

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

Moving Head Fixture
Moving Head Fixture

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

LineCommonly forgotten because
Equipment hireIt is not; this is the one people remember
AccessoriesThe fixture quote did not include clamps or bonds
ConsumablesEach item is trivial and the total is not
CrewCounted as bodies rather than as hours plus overtime
TransportDelivery and collection are often charged separately
Access equipmentA lift is a hire with its own rate and ticket
PowerA generator or a temporary supply is a real cost
SparesNobody budgets for the failure that always happens
ContingencyIt feels like admitting you might be wrong

What to check on a quote

CheckThe surprise if you do not
The periodA weekly rate on a four-day job
Delivery and collectionCharged both ways, separately
Damage liabilityUnlimited exposure on somebody else's gear
What is excludedClamps, bonds, cable and gel are all separate lines

How to do it

  1. List the equipment from the plot, with accessories.
  2. Add consumables, honestly.
  3. Add crew as hours, including overtime and travel, not as bodies.
  4. Add transport, access equipment and power.
  5. Add spares -- ten per cent on anything with moving parts.
  6. Add contingency, and label it as contingency.
  7. Break the total into lines.
  8. Offer it as an option set: this number, one step up, and the first cut.

What goes wrong

SymptomLikely causeWhat to do
The budget was right and it still overranConsumables, transport or access equipment were not in itUse the full line list, every time
A weekly charge on a four-day jobThe quote's period was not checkedRead the period, the delivery, the liability and the exclusions
A courier at five in the morningNo spares orderedTen per cent on anything with moving parts
Your prep and paperwork were unpaidThey were never priced, so they were invisiblePrice them as line items; they are real work
A single total got argued down as a wholeIt was not broken into linesLines invite a conversation about which line, which is better for you
You are no longer trusted with a budgetThe number was passed quietly and reported lateReport the moment you reach it, with a recommendation

Practice it

Any rig you have done or are planning.

Practice it
01
Price it against the full line list, including every line you would normally skip.
Answer
The lines people skip usually come to a quarter to a half of the total, which is why budgets that looked right overrun.
02
Take a real hire quote and check the period, delivery, liability and exclusions.
Answer
At least one of the four is almost always a surprise, and finding it on paper is free.
03
Write your own day rate as a single sentence, with nothing hedged after it.
Answer
If you cannot write it without a qualifier, that is worth noticing -- the qualifier is what gets negotiated, not the number.
04
Write the option set you would offer -- the number, one step up, and the first cut.
Answer
An option set moves you from somebody asking for money to somebody presenting a decision, which changes how the conversation goes.
Field checklist
  • 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.
Chapter 18

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.

The bond is what catches the fixture when the clamp fails.

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.

Where risk is actually created Six decisions that create risk in the lighting department, each labelled with who made it and when, showing that most of them were made calmly on paper weeks earlier. Most lighting risk is created on paper, weeks before, by you. The schedule has no marginyouon paper, weeks beforeBreaks are not scheduledyouon paperOverhead work is compressed when lateyouin the momentStopping is not really allowedyouby how you reacted the first timeSomebody uncertificated is on a liftyouby not askingA near miss is not reportedyouby treating it as an admissionFatigue multiplies every other hazard hereAn unsafe plan was unsafe when it was written, on paper.
Six decisions that create risk in the lighting department, with who made each and when.

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

HazardControl
Working at heightCertificated equipment, certificated people, nobody underneath
Dropped objectsCleared area, tethers, and enforcing both
ElectricityInspection, isolation, lockout, and licensed people for licensed work
HeatGloves, cool-down time, clearance in front of fixtures
Manual handlingTwo people, lifting aids, and not at hour eleven
FatigueBreaks and a schedule with margin -- a planning control

Where risk is actually created

DecisionMade byWhen
The schedule has no marginYouOn paper, weeks before
Breaks are not scheduledYouOn paper
Overhead work is compressed when lateYouIn the moment
Stopping is not really allowedYouBy how you reacted the first time
Somebody uncertificated is on a liftYouBy not asking
A near miss is not reportedYouBy treating it as an admission

How to do it

  1. Build margin into the plan and schedule the breaks, on paper.
  2. At the crew call, state the specific hazards for this room and this rig.
  3. Say out loud that anybody can stop work, and that you would rather be late.
  4. Ask the crew what worries them, and listen to the answers.
  5. Confirm who is certificated for what before anybody needs a lift.
  6. Enforce the cleared area under overhead work rather than hoping.
  7. When the day slips, cut scope rather than compressing overhead work.
  8. Report anything that happened, including near misses, in writing.

What goes wrong

SymptomLikely causeWhat to do
The crew rushed the overhead workThe plan had no margin, and it was written that wayMargin is a safety control; build it before the day
Nobody ever stops workSomebody did once and was made to feel slowThank the next person out loud, in front of everybody
Somebody uncertificated operated a liftNobody askedAsk in the first five minutes, every crew
A risk assessment was completed and nothing changedIt was a form rather than a conversationDo it out loud with the crew; ask what worries them
The same near miss keeps happening to different peopleIt was never reported, so nobody knows about itReport near misses; it is the cheapest information available
You did electrical work you are not licensed forCompetence was mistaken for authorityThey are different things, and only one of them protects you

Practice it

Any day you have run or will run.

Practice it
01
List the specific hazards for that room and that rig -- not generic ones.
Answer
Specific hazards get acted on and generic ones get filed, which is the whole difference between a useful assessment and a form.
02
Find the point in the schedule where the plan requires somebody to rush.
Answer
There is nearly always one, and it is nearly always in the overhead work, and it was created on paper before anybody arrived.
03
Write the sentence you would use to say that stopping is allowed.
Answer
The sentence that works names what you would rather have -- being late -- because that is the permission a crew is actually waiting for.
04
Write down one near miss you have seen and never reported, and what reporting it would have told somebody.
Answer
Near misses are the industry's most wasted resource. Every one is a free lesson that somebody else is now going to have to learn the expensive way.
Field checklist
  • 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.
Chapter 19

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.

Four shapes of no, and only one is not negotiable Not in that time, not for that money, not with this gear and not safely, with the first three marked negotiable and the fourth marked not, and the three-part sentence beneath. Name which one you mean, and the conversation becomes solvable. Not in that timenegotiableA later time, or more people, pricedNot for that moneynegotiableWhat the number does buyNot with this gearnegotiableWhat gear would do it, pricedNot safelyNOT negotiableThe alternative that is safeAnd never a bare no. Three parts:1. what you CAN do2. the constraint, in ONE sentence3. the options -- and ask them to chooseA bare no hands the problem back. A no with a price moves the decision to whoever owns the time or the money.
Not in that time, not for that money, not with this gear, not safely — and which of them is negotiable.

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

ShapeNegotiableWhat to offer with it
Not in that timeYesA later time, or more people, priced
Not for that moneyYesWhat the number does buy
Not with this gearYesWhat gear would do it, priced
Not safelyNoThe alternative that is safe

A no that works, part by part

PartExample
What you can doWe can do a looking-up shot of the stage
The constraintIt needs a position the venue will not allow
The optionsOr move the lectern three feet, which is free. Which would you prefer?

How to do it

  1. Work out which of the four it is before you open your mouth.
  2. Decide whether it is negotiable. If it is safety, it is not.
  3. Find at least one alternative, with a price or a consequence.
  4. Say what you can do first.
  5. Say the constraint in one sentence, not three.
  6. Offer the options and ask them to choose.
  7. Say it as early as you know, even if you are not certain.
  8. Record what was decided.

What goes wrong

SymptomLikely causeWhat to do
You agreed and then quietly under-deliveredSaying yes felt safer than saying noIt is not; this is the one that permanently costs trust
The no became a crisisIt was said on Friday with Tuesday's informationFlag it as soon as you suspect it
Somebody else was found who said they couldYou made it about you rather than about the constraintName the constraint, not your ability
An argument, where you expected agreementThree sentences of reason instead of oneOne reason is persuasive; a defence invites a fight
You said impossible and it turned out to be expensiveThe wrong word"Not for that money" is a different sentence, and it is solvable
You were overruled on safety and did it anywayTreating a safety no as negotiableIt 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.

Practice it
01
For each, identify which of the four shapes of no it was.
Answer
Naming the shape is what makes a refusal solvable rather than a disagreement; most of them turn out to be time or money.
02
For each, write the alternative and the price you could have offered.
Answer
There is nearly always an alternative, and having it ready is the difference between a negotiation and a refusal.
03
Write the three-part sentence for the one that mattered most.
Answer
Written down, the sentence is shorter than people expect -- which is why it works.
04
Identify one thing you can flag early on a current job, and flag it.
Answer
The last task is the real one. Everything else is rehearsal.
Field checklist
  • 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.
Chapter 20

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.

Triage order, and what the clock permits The priority order for a problem under pressure, from safety down to everything else, beside a panel showing what can be attempted in four minutes, twenty minutes and an hour. Broken before imperfect. The face before the set. Say what you arenot fixing. SAFETYNothing else matters after an injuryAnything brokenIt gets worse; imperfect does notThe person on screenIt is what everybody is looking atThe longest shotMost exposure, most benefitEverything elseSay out loud you are accepting itWhat the clock permitsUnder 5 minthe ONE biggest thing20 minpriority orderAn hourthe cause, not the symptomOn airnothing, unless brokenDecide how much time you have BEFORE deciding what to do. Twenty-minute behaviour in a four-minute window goes on airhalf-finished.
The triage order from safety downwards, and what four minutes, twenty minutes and an hour each permit.

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

PriorityWhy it is above the next one
SafetyNothing else matters after an injury
Anything brokenIt gets worse; imperfect does not
The person on screen or stageIt is what everybody is looking at
The longest-running shot or sceneMost exposure, most benefit
Everything elseSay out loud that you are accepting it

What the clock permits

TimeDoDo not
Under five minutesThe single biggest-effect thingStart anything you cannot finish
Twenty minutesFix in priority orderChase the cause
An hour or moreFix the cause, not just the symptomAssume you will get another hour
During transmissionNothing, unless it is broken or unsafeAdjust for taste

How to do it

  1. Ask whether anybody is unsafe. If so, that is the only question.
  2. Work out how much time you actually have.
  3. Name the single highest-priority item.
  4. Say out loud what you are doing, what you are not doing, and what you need.
  5. Do that one thing.
  6. Report when it is done, and what is still outstanding.
  7. Afterwards, write down what happened and tell the crew how it resolved.

What goes wrong

SymptomLikely causeWhat to do
Three people worked on the same visible problemNobody said out loud what was and was not being fixedName it; five seconds coordinates a room
A half-finished adjustment went on airTwenty-minute behaviour in a four-minute windowDecide how much time you have before deciding what to do
Everyone assumed you were overwhelmedYou went silent while workingNarrate; it also forces you to have a plan
A small imperfection became a visible faultAdjusting for taste during transmissionGood enough for now, properly at the interval
Recovering a dead key took ten minutesNobody had worked out which fixtures are load-bearingKnow in advance what you would re-point
The same failure keeps happeningIt was never written down, so the pattern is invisibleRecord it afterwards, as data rather than as blame
The crew never found out how it resolvedNobody told themTell them; they were holding the ladder

Practice it

Any live show, or a recent problem you handled.

Practice it
01
Write down which fixtures on your current rig are load-bearing, and what you would re-point if each failed.
Answer
The list is usually short -- three or four fixtures -- and having it written down converts a ten-minute recovery into a one-minute one.
02
Reconstruct a recent problem and write the triage order you actually used.
Answer
The order you actually used is frequently not the order above, and the difference is the lesson.
03
Write the three-clause sentence you would say in the first ten seconds.
Answer
Three clauses is what fits in the time available, which is why it is three and not a paragraph.
04
Write down what you would do differently, as data rather than as criticism.
Answer
Recorded as data it becomes a pattern you can fix; recorded as criticism it becomes something you avoid reading.
Field checklist
  • 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.
Chapter 21

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

GenreRewardsCatches people out
TheatrePrecision, patience, documentationHow much of tech is negotiation
DanceLighting a moving body, not a faceFront light flattens the choreography
OperaPlanning at scale, changeover disciplineRepertory: the bars belong to other shows
ConcertSpeed, confidence, buskingNo cueing session is coming
SymphonyThe functional constraint firstThe orchestra must be able to read
CorporateSpeed, camera awareness, client mannerIt is video-led, and the client is in the room
BroadcastConsistency, measurement, calmNo interval; the picture is the product
Special eventsImprovisation and risk awarenessNo grid, no power, no rehearsal

What to ask when you change genre

QuestionWhy
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

  1. Ask what the pace is, honestly, and believe the answer.
  2. Ask who you take instructions from and who you report problems to.
  3. Ask what "finished" means and when it happens.
  4. Ask what the hard functional constraint is -- music stands, cameras, audience sight lines.
  5. Ask what the last lighting person got wrong. It is the most useful question available.
  6. Keep your craft; change your assumptions about pace and hierarchy.

What goes wrong

SymptomLikely causeWhat to do
You were waiting for a cueing session that never cameTheatre habits in a concertAsk what the process is before you plan around one
The choreography lost all its shapeLit from the front, like theatreDance is side light and floor; front light flattens bodies
The orchestra could not readA look designed before the functional constraint was servedMusic stands first; it is not negotiable
Your perfect rig was not availableRepertory; other shows are on the same barsAsk about the repertory constraint before you draw
A client was unhappy despite good lightingCorporate work is video-led and client-facingAsk what they care about; it is usually the speaker and the brand
A special event had no power or rigging pointsYou assumed infrastructure that only venues haveSurvey it; assume nothing exists

Practice it

The genre you work in, and one you would like to.

Practice it
01
Write down, for your own genre, the pace, the hierarchy and what "finished" means.
Answer
Writing your own down first is what makes the comparison meaningful; most people have never articulated their own genre's assumptions.
02
Do the same for the genre you would like to work in, by asking somebody who does.
Answer
Asking somebody who does it gets a truer answer than reasoning about it, and the difference is usually the pace.
03
Identify the hard functional constraint in each.
Answer
Every genre has one, and in each case it outranks aesthetics completely -- music stands, camera exposure, audience sight lines.
04
Write down which of your habits would not transfer.
Answer
It is almost always pace and hierarchy rather than craft, which is reassuring and is also the thing to prepare for.
Field checklist
  • 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.
Chapter 22

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.

A tour is the same rig arriving at a different loading dock.

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.

Handover is two people and a piece of paper, at the end of the longest day.

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.

A faulty fixture is tagged, not quietly put back.

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

ItemWithout it
The current stateThey work from the design, which is out of date
What changed todayThey rediscover it during a show
What is being worked aroundOnly you can run the rig
What is known broken, and taggedIt fails in front of an audience
Anything only in your headIt leaves the building with you

Where lighting direction leads

NextWhat it needs from you
Lighting designA body of work and a point of view
Production managementThe budget and schedule side, deliberately learned
Technical directionBreadth across departments
A staff role in a venue or facilityConsistency and institutional patience
Manufacturer or rentalProduct knowledge and client manner
TeachingThe ability to explain, and the patience to repeat

What actually gets you rebooked

BehaviourWhy it matters more than craft
Arriving earlyIt is the first thing anybody notices
Knowing the protocolIt marks you as somebody who has done this
Taking a note without defendingNobody wants to negotiate a note
Saying clearly when something will not workLate surprises are what people remember
Tagging faultsIt is the difference between a professional and not
Crediting your crewIt costs nothing and people hear about it
Not needing to be managedIt is what a lighting director is for

How to do it

  1. Get the gear back to where it lives, in working order.
  2. Tag anything faulty rather than putting it back quietly.
  3. Update the paperwork to as-built.
  4. Write the handover: state, changes, workarounds, known faults.
  5. Photograph the looks if the show is closing.
  6. Thank the crew by name, and credit them to whoever decides things.
  7. Write down, for yourself, one thing you would do differently.

What goes wrong

SymptomLikely causeWhat to do
A tour is late in every venueImprovising the adaptation on arrivalThe advance, and a set of decided variants
A visiting show discovered a problem at eight in the morningThe venue pack described the building as it wasKeep it current; read incoming riders and flag early
Only you can run the rigThe workarounds were never written downDocument them; it is a ceiling, not security
A closed show had to be redesigned to remountIt was never archived as-builtThe last hour, including photographs of the looks
Good work and no second callAlmost always behaviour rather than craftThe rebooking list, which has nothing to do with light
You are leaving the industry, exhaustedThe hours, and no protections in placeRates, records, days off, and not being irreplaceable
Your crew all work sixteen-hour daysYou do, and they take the standard from youSet the one you would want set for you

Practice it

Your own career, and your current rig.

Practice it
01
Write the handover note for your current rig, as if you left tomorrow.
Answer
Writing it as if you left tomorrow is what exposes how much is undocumented, which is always more than expected.
02
List everything about it that exists only in your head.
Answer
That list is the actual deliverable of this chapter. Every item on it is something that would leave the building with you.
03
Write down which of the next roles you want, and the three specific things that stand between you and it.
Answer
Three specific things is a plan. "More experience" is not, and it is what most people write.
04
Write down one person you could teach something to this month, and what.
Answer
Everybody currently working got taught by somebody who did not have to, and the trade only continues to have people in it because of that.
Field checklist
  • 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.
Chapter 23

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.

Chapter 24

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.

Chapter 25

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.

Chapter 26

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 LDA lighting director running lighting for a program
DeliveryMaking the design actually happen on the show
Lighting directorThe leader who runs the light on a show
Live adaptationAdjusting the lighting in real time
OperationRunning the lighting (the console/cues) live
PrepRigging, setup, and programming before the show
RigThe fixtures and lighting system for a show
DepartmentThe 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
Visual glossary

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.

Audio
Dynamic microphone
Dynamic microphone
Condenser microphone
Condenser microphone
Wireless handheld
Wireless handheld
Radio rack
Radio rack
Mixing console
Mixing console
Stage box / snake
Stage box / snake
Power amplifier
Power amplifier
Main loudspeaker
Main loudspeaker
Subwoofer
Subwoofer
Stage monitor wedge
Stage monitor wedge
In-ear monitors
In-ear monitors
DI box
DI box
Video
Camera
Camera
Video switcher
Video switcher
Scaler / processor
Scaler / processor
Projector
Projector
LED wall panel
LED wall panel
Confidence monitor
Confidence monitor
Lighting & control
Conventional fixture
Conventional fixture
Moving-head fixture
Moving-head fixture
Lighting console
Lighting console
Dimmer
Dimmer
Show controller
Show controller
Media server
Media server
Networking & infrastructure
Network switch
Network switch
Patch bay
Patch bay
Equipment rack
Equipment rack
Power distribution
Power distribution
Cable tester
Cable tester
A properly coiled cable
A properly coiled cable
Connectors, close up
XLR
XLR
TRS / TS ¼-inch
TRS / TS ¼-inch
SDI on BNC
SDI on BNC
HDMI
HDMI
Cat5e / Cat6 (RJ45)
Cat5e / Cat6 (RJ45)
Fiber optic
Fiber optic
DMX (5-pin XLR)
DMX (5-pin XLR)
AC power — not signal
AC power — not signal
Reboot AV
Find the source.
Find the destination.
Work along the path between them.
Every device on every show exists to serve that movement. Everything after Lighting Direction & Leadership goes deeper in one direction.
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