The projection-mapped StarCraft II stage lit in the Protoss look at the Anaheim Convention Center Arena

Projection Mapping — V-Squared Labs

BlizzCon StarCraft Stage

Anaheim Convention Center Arena · 2014 130′ × 40′ · Twenty-four 26K Projectors Client · Blizzard

At eSports scale, the stage is the broadcast

In 2014, V Squared Labs brought me in to design and animate the "Protoss" look for the StarCraft II stage at BlizzCon — the largest projection-mapped stage I'd worked on at the time, 130 feet wide by 40 feet tall. The stage filled the Anaheim Convention Center Arena and was driven by twenty-four 26K projectors, making it one of the largest projection-mapped stages in eSports history and the highest pixel count of its kind.

Blizzard sent over piles of game assets, but they were built for a game, not a 130-foot stage — so the high-resolution design and modeling started from scratch. The real challenge was marrying the organic, alien "Protoss" aesthetic to the stage's rigid geometry. Every look ran as three synced loops — intro, play, and victory (the outro was just the intro in reverse) — and had to alternate cleanly between the left and right player.

Why it matters: at eSports scale the stage is the broadcast. Millions watch the finals, and the visuals have to hold up at 130 feet and on camera at the same time.

StudioV Squared Labs
ClientBlizzard Entertainment
DirectorVello Virkhaus
ProducerAndi Perez
Production DesignAmanda Hamilton
Jordan HalseyDesign & Animation (StarCraft II / Protoss stage)

The build included

01

The Protoss Look

Design & Animation · Full-Frame Content

The game assets Blizzard sent were built for a screen, not a 130-foot stage — so the high-resolution design and modeling started from scratch, marrying the organic, alien Protoss aesthetic to the stage's rigid geometry.

Full-frame content ran across the entire 130′ × 40′ canvas.

Full-frame Protoss stage content
Full-frame Protoss stage content
Full-frame Protoss stage content variation
Full-frame Protoss stage content variation
02

Frames & Screen Surrounds

Left / Right Player · Synced Loops

Every look ran as three synced loops — intro, play, and victory — with the outro simply the intro in reverse.

The mapped frames around the players and casters had to alternate cleanly between the left and right player, holding the Protoss look around live broadcast screens.

Protoss frame content around the stage screens
Protoss frame content around the stage screens
Protoss frame content, player-side variation
Protoss frame content, player-side variation
Protoss design detail Protoss design detail Protoss design detail

"One of the largest projection-mapped stages in eSports history and the highest pixel count of its kind."

03

On the Arena Floor

Alignment & Testing · Anaheim

Mapping a 130′ × 40′ stage means lining up twenty-four 26K projectors across every surface of the set before the content ever plays.

Test grids and alignment passes on the arena floor, ahead of the show.

Projection alignment grids on the stage during setup
Projection alignment grids on the stage during setup
Stage test projections on the arena floor
Stage test projections on the arena floor
04

Show Night

Anaheim Convention Center Arena · Broadcast

The finals, live — the Protoss look wrapping the stage while the arena watches and millions more watch the broadcast.

The visuals had to hold up at 130 feet and on camera at the same time.

The StarCraft II stage lit in the Protoss look in front of a full arena
Show control room during the event
Show control room monitor wall