3D scanning entire Parisian buildings
Natan Couture Dumais is Unreal Lead at Silent Partners Studio. He says the immersive theater format enabled the show’s producers to place the audience at the heart of the story, creating a visceral, dynamic experience that traditional film or stage formats couldn’t achieve.
“The use of real-time environments enabled seamless scene transitions, dynamic lighting, and expansive virtual sets that mirrored the gritty, urban atmosphere of the original film,” explains Dumais. “This approach gave the audience a sense of being immersed in the streets of Paris, enhancing the emotional weight and immediacy of the narrative.”
The fact that the story takes place in Paris’ suburban housing projects is one of the most iconic elements of the original movie.
Immortalized by Director Mathieu Kassovitz’s lens, the aesthetic of these streets was so strong that Silent Partners Studio decided to have the buildings scanned, retopologized, and optimized to reconstruct an urban backdrop that fits both the movie’s references and the theater production’s staging needs.
Silent Partners Studio used drone-based photogrammetry to scan entire buildings, creating detailed virtual replicas of urban landscapes that captured the authentic environments and props from the original La Haine filming locations in Paris.
Unreal Engine for reliable live event performance
Any immersive theater show as technically complex as La Haine: Jusqu’ici rien n’a changé will live or die by the power of its technology stack.
From the off, it was apparent that real-time technology would be the operational backbone of the production.
Masterson explains that it would have been extremely complicated and creatively limiting to achieve the same immersive results with traditional pre-rendered pipelines.
“Using physical set elements to reproduce the environments would have been prohibitively expensive, and the directors would have been stuck in ‘static scenes’ that would have been detrimental to the legacy of the classic movie,” he explains.
The team chose Unreal Engine because it was the best option for achieving realistic visuals, and because its feature set has been tried and tested in live performance situations.
“Unreal Engine was the clear choice due to its unparalleled visual fidelity and robust performance capabilities,” says Dumais. “Its ability to handle complex scenes with thousands of objects and high-resolution 3D geometry was critical for this project.”
Additionally, Unreal Engine’s real-time rendering enabled the team to make on-the-fly adjustments during rehearsals.
Real-time environments improve actor experiences
If La Haine: Jusqu’ici rien n’a changé is an immersive experience for the audience, it is doubly so for the actors, who are virtually transported into urban Paris for the duration of the show.
“The actors found the real-time visuals transformative, as the dynamic backgrounds provided a rich, immersive context for their performances,” says Dumais. “Unlike traditional static sets, the live-rendered environments reacted to their movements and the narrative. This setup ultimately enhanced their ability to understand the context of their performance.”
In the original film, the actors walk throughout the whole movie, and their performances are clearly influenced by their surroundings. Similarly, the ability to walk through the virtual Parisian environment enables the actors to fully immerse themselves in the world of La Haine and bring the audience with them.
“It would have been impossible for them to bring the movie to the stage without feeling like they were acting inside the digital decor,” says Masterson.
A new era of technologically augmented immersive theatre
Dumais says this project has reshaped his perspective on digital performance, particularly in how virtual camera movement can enhance storytelling.
“Traditionally, we’ve used fixed cameras in live shows to avoid technical complexity, but La Haine demonstrated that Unreal Engine’s allow for sophisticated camera work without sacrificing stability,” he says. “This has inspired me to explore more dynamic set extensions and virtual cinematography in future projects, balancing technical precision with creative freedom to elevate the audience experience.”
Having seen what’s possible with real-time technology, Dumais has high hopes for the future of innovative theatre, envisioning Unreal Engine evolving into a comprehensive show control platform, orchestrating not just digital content but also stage lighting, compositing, and media server operations.
“My dream is for Unreal to serve as a previsualization tool, allowing creators to simulate an entire show—complete with virtual actors, lighting, and sound—in a fully digital environment before production begins,” he explains. “As real-time technology advances, I see immersive storytelling becoming more interactive, with audiences potentially influencing narratives through real-time inputs, creating truly personalized theatrical experiences.”
With talented studios like Silent Partners Studio exploring the full potential of what real-time technology can achieve, the future is full of exciting possibilities like these—La Haine:Jusqu’ici rien n’a changé proves we’re just at the start of an exciting new era of technologically augmented immersive theatre.