BLAST R6 Munich
Art Director & Creative Technologist
BMW Park Arena, Munich, November 2025
BLAST R6 Munich: a reactive LED stage for a Rainbow Six Siege Major
Ubisoft's brief centred on Rainbow Six Siege's "flooded map" concept: water as both visual motif and game-state metaphor. The task was to bring that idea off the screen and into the arena as a live esports broadcast stage.
The centrepiece was a game-responsive glass LED floor: an ASB LumiFlex surface running at 6656 x 3744 px, roughly 25 million pixels. I designed a layered trigger system so the floor and player booth screens react to the match in real time, distinct in-game events and player actions firing distinct flooding scenarios, so the stage responds to the game rather than running alongside it. Content was built in Cinema 4D and After Effects with water simulations from Unreal Engine, triggered live through the game API (developed with BLAST R&D) and played back on Disguise.
It was the first large-scale LED floor BLAST had staged, and their first game-responsive LED floor of its kind.
Winner of a Global Tech Award 2026 (with BLAST).
Role: art direction, multiscreen LED content design, real-time game-state content system.