REAL-TIME PRODUCTION TECHNOLOGY / 01

LARGERTHAN LIFE

Virtual Production Broadcast AR XR Real-Time Graphics

EXPLORE
OUR WORK
IN FOCUSVIRTUAL PRODUCTION / BROADCAST AR

FROM GREEN SCREEN
TO ANYWHERE.

One camera. Infinite worlds.
A physical performance becomes a virtual scene, then the data comes into the picture.

01 GREEN-SCREEN CAPTURE02 TRACK + KEY03 UNREAL ENVIRONMENT04 FINAL COMPOSITE
01 / CAPTURE

IT STARTS ON GREEN.

A lit chroma wall, tracking crosses across the cyc and the floor, a camera on a pedestal. Nothing here is the final picture — this is the raw plate, and everything downstream depends on how cleanly it is lit and tracked.
02 / TRACK + KEY

THE WALL DISAPPEARS.

One frame at three stages, left to right: the performer lit on green, the same performer isolated as a matte, then composited into a rendered world. The key is a decision about edges — hair, motion blur, the shadow under the feet.
03 / COMPOSITE + AR

THEN THE DATA ARRIVES.

The delivered shot: keyed performer, rendered environment, and AR models placed into the scene — a data slab, extruded columns standing on the floor, a tracked ring at the performer's feet proving the camera solve holds.
AUGMENTED REALITY / INTERACTIVE CONCEPT

DATA WITH
DIMENSION.

Scores that rise from the field. Statistics that occupy the studio. A broadcast language for graphics that live in the venue rather than on top of it.

FIG. 04 / HARD SET + ARThe same performer on a physical set. The desk and the lighting are real; the globe, the data columns and the floor ring are 3D models rendered into the shot and driven by live data.
LTL / VIRTUAL SPORTS STUDIOCONCEPT · DEMO DATA
MATCH CENTRE / 72:14
HOME2 : 1AWAY
SECOND HALF
POSSESSION64%
HOME / MATCH CONTROL
EXPECTED GOALS2.41xG
HOME 2.41 / AWAY 0.86
ATTACKING THIRD+18% PRESSURE
SPATIAL GRAPHICS / MATCH ANALYSISDESIGNED TO GO BEYOND THE SCREEN ↗

Artwork on this page is generated in-house. The AR stage is original CSS, and every score, statistic and label in it is illustrative demo data — not a live feed, and not a record of a real match.

01WHAT WE DO

WE BUILD REAL-TIMEVISUAL EXPERIENCES FORTHE WORLD'S BIGGEST SCREENS.

LTL Productions is a creative technology studio operating where broadcast engineering, spatial computing and cinematic design meet.

Virtual Production / Broadcast AR / XR / Real-Time Graphics / Camera Tracking / Live Data Visualization / Robotic Cameras / Unreal Engine

FIG. 01 / WHAT WE DOThree planes overlapping at different angles: creative direction, engineering and live operation are separate disciplines that have to line up on one surface.
02SERVICES / SYSTEMS

CAPABILITIES

From first diagram to final frame, we design creative and technical systems as one production surface.

FIG. 03 / CAPABILITIESSix cells, one grid, one drawing language — six distinct capabilities that are built and operated as a single system.
01

Virtual Production

LED volumes, real-time environments, Unreal Engine workflows and production systems built around the camera.

LED / ICVFX / UNREAL
02

Broadcast AR

World-feed AR, studio augmentation, camera tracking and data-driven graphics engineered for live transmission.

AR / TRACKING / DATA
03

XR & Immersive

Extended-reality stages and interactive environments that merge physical performance with real-time worlds.

XR / IMMERSIVE / INTERACTIVE
04

Real-Time Graphics

Unreal Engine graphics systems, live visualization and broadcast packages that respond at production speed.

UNREAL / MOTION / LIVE DATA
05

Camera & Tracking

Camera tracking, lens calibration, nodal workflows and robotic camera integration for reliable spatial alignment.

LENS / ROBOTICS / CALIBRATION
06

Live Production Systems

Genlock, low-latency pipelines, compositing, routing and resilient broadcast infrastructure designed for air.

SYNC / SDI / IP VIDEO
03SELECTED WORK / PRODUCTION SYSTEM STUDIES

BUILT FOR
THE MOMENT.

Each card is a production-system study: the tracking, graphics and signal architecture behind a class of live show. Visuals are original placeholder renders and do not depict a real event, venue or client project.

01VIEW PROJECT
Sports Broadcast / AR

ICC / International Cricket

A systems study for international-cricket presentation: tracked overlays keyed to the ground plane, real-time graphics and world-feed production workflows.

The ground plane first, graphics second: tracked rings, fielding sectors and a delivery arc all registered to the turf, so the overlay sits in the venue rather than on top of the picture.

2026
02VIEW PROJECT
Sports Broadcast

IPL — Live Broadcast Presentation

A systems study for high-tempo cricket presentation: on-field augmented reality, live data-driven graphics and multi-camera production.

A grid of independently filled cells beside motion streaks — many simultaneous camera sources cut into one live feed.

2026
03VIEW PROJECT
Immersive Sports

Pro Kabaddi — Immersive AR

An arena-graphics study built around perspective-correct overlays, live data and high-energy broadcast presentation.

A radial burst on an elliptical floor plane: arena graphics projected outward from the centre of play.

2025
04VIEW PROJECT
Virtual Production

Virtual Sets / Virtual Production

A real-time studio workflow spanning tracked cameras, lens data, Unreal Engine environments, compositing and synchronized output.

A performer standing in an LED volume. The horizon behind them is rendered in real time — panel seams and the exposed scene geometry at the right edge are the only tell.

2026
04TECHNOLOGY

TOOLS ARE NOT THE STORY.
WHAT THEY ENABLE IS.

FIG. 05 / TECHNOLOGYA spectrum of unequal bars on one baseline: many tools, each carrying a different share of the load, all held to the same frame budget.
UNREAL ENGINEC++BLUEPRINTSTRACKINGXRARPIXOTYPEZERO DENSITYNDIDECKLINKGENLOCKDMXWLEDREAL-TIME RENDERINGUNREAL ENGINEC++BLUEPRINTSTRACKINGXRARPIXOTYPEZERO DENSITYNDIDECKLINKGENLOCKDMXWLEDREAL-TIME RENDERING
05ABOUT LTL

WE DON'T JUST CREATE GRAPHICS.
WE BUILD THE SYSTEMS BEHIND THEM.

LTL Productions brings creative direction and engineering into the same room. We build the graphics, tools, tracking logic and signal paths that let ambitious visual ideas survive real production pressure.

Our practice combines Unreal Engine development, broadcast engineering, virtual production, AR/XR, real-time rendering, automation and live-event technology into systems operators can trust.

01DESIGN FOR CAMERA
02ENGINEER FOR AIR
03BUILD FOR PEOPLE
FIG. 06 / ABOUT LTLTwo circles of equal weight, overlapping: design and engineering sharing the same centre rather than handing work across a boundary.
06TEAM EXPERIENCE / ORGANIZATIONS

OUR TEAM HAS
WORKED WITH

Our team members bring experience from productions and projects involving leading broadcasters, sports organizations, production companies and technology partners.

07PROCESS

FROM IDEA
TO ON AIR.

FIG. 07 / PROCESSFive panels on one baseline, each taller and more filled than the last — certainty accumulating from discovery through to a system that is ready for air.
01

Discover

Map the show, audience, signals, constraints and the moment that must feel impossible.

02

Design

Shape the visual language, technical architecture and operator experience as one system.

03

Build

Develop real-time graphics, control layers, calibration tools and production-ready integrations.

04

Integrate

Connect tracking, cameras, lighting, data, broadcast hardware and Unreal into a tested pipeline.

05

Deploy

Rehearse, harden, document and support the system until it is ready for live production.

START A CONVERSATION / 08

LET'S BUILD
SOMETHING
UNFORGETTABLE.