
Mapping vs Masking: The nerdy stuff that makes projection magic
It’s not just about the visuals. It’s about how you shape them. Two words you’ll hear a lot: mapping and masking. Sound the same? Nope. Work the same? Hell no. But
Flat is fine. But character is better.
Texture. Depth. Shape. Story.
We love walls that give something back that react to the light instead of just catching it.
If the wall has soul, the projection will have punch.
If no one sees it, it didn’t happen.
So we scout the spot like maniacs:
We want people to see it, share it and talk about it.
That means picking walls that play well with human behaviour not just with projectors.
A projector is not a magic wand.
If the angle is off, your beautiful animation becomes a stretched mess.
So we test:
If we can’t make it look killer, we move on.
No half-assed beams in our game.
Ambient light is your enemy.
We scout at night to see what we’re fighting:
Then we plan:
Sometimes we even convince the city to turn off lights (true story).
Not every spot is fair game.
We know when to ask permission and when to go guerrilla.
We scout with this in mind so when the night comes, we’re ready to hit hard.
A killer location is 50% of your projection’s power.
The right surface + the right sightline + the right light balance = visual impact that slaps.
That’s why we spend as much time scouting as we do animating.
Because the best projection in the world is wasted on the wrong wall.
Want us to find the perfect wall for your message?
We know this city. We know its walls. And we know how to make them talk.