Orbit

I am Orbit.

A story 5,000 years in the making.

Begin reading

Foreword

Entertainment has always been a search.

A search for a deeper way to be together. From the first firelight tale to the screen on your wall, every step has been a tool to bring us closer to the story. This is a short walk through that journey — and an introduction to the next chapter of it.

Plate 01
The Colosseum, Rome · aerial view · c. 80 AD
The Colosseum, Rome · aerial view · c. 80 ADEditorial archive
013000 BCE·Ancient History

The Dawn of Spectacle

Before there was a stage, there was a circle of firelight. The first stories were told to be witnessed together. The amphitheatre simply made the circle bigger.

Plate 02
Knights in combat · illuminated manuscript · 14th century
Knights in combat · illuminated manuscript · 14th centuryWikimedia Commons
02500 AD·The Middle Ages

The Age of Faith and Fealty

For a thousand years, the story was the same story, told inside the same building. The cathedral was the first venue designed for awe. Light, sound, scale: every immersive instrument we use today was invented there.

Plate 03
Commedia dell'arte players · open-air performance · 17th century
Commedia dell'arte players · open-air performance · 17th centuryPublic domain
031500·Renaissance

The Rebirth of the Stage

The Globe took the audience out of the pew and put them around the actor. Three sides of seats, an open roof, and a single voice carrying. The audience rediscovered itself.

Plate 04
Panathenaic Stadium · first modern Olympics · Athens, 1896
Panathenaic Stadium · first modern Olympics · Athens, 1896Public domain
041850·Industrial Age

The Clockwork Audience

Gaslight, tickets, vaudeville. Entertainment became an industry, and the audience became a market. The first time a story was sold by the seat.

Plate 05
Charlie Chaplin · Modern Times · United Artists · 1936
Charlie Chaplin · Modern Times · United Artists · 1936Editorial archive
051895·Modern Era

The Age of the Screen

A train arrived at a station in Paris and the audience flinched. The screen had been invented, and with it the idea that you could be inside a place you had never visited.

Plate 06
Philips Compact Disc · public demonstration · 1982
Philips Compact Disc · public demonstration · 1982Philips · public domain
061960·Post-Modern Era

The Electronic Age

The cathode ray moved the screen into the living room. The audience finally got comfortable — and lonely. The price of personal entertainment was the loss of the crowd.

Plate 07
Steve Jobs introduces the iPhone · Macworld · January 2007
Steve Jobs introduces the iPhone · Macworld · January 2007Apple
072007·Digital Era

The Platform Century

Everything became a feed. The stage became algorithmic. We had more story than ever before — and less of it shared.

Plate 08
Immersive concert venue · wireframe study · 2025
Immersive concert venue · wireframe study · 2025Editorial
08Now·Immersion Revolution

The Age of Experience

The audience is walking back into the room. The dome, the sphere, the immersive venue — they are not new ideas. They are the oldest idea, finally given the tools to be realised.

A Tribute

A Tribute.

Before we tell you what we are building, we want to thank the ones that already lit the path. Each in their own way proved that the audience is ready for something more than a screen.

  • IMAXMade the screen big enough that you forgot it was a screen.
  • DisneyBuilt worlds you could walk into. Then made them places you would travel to.
  • teamLabTurned art into weather.
  • CosmBrought the stadium to a room. Proved that the audience would come back.
  • SphereShowed us what a venue could be when it was designed from scratch.
  • PanavisionLent the world its eyes for seventy years.
Orbit

Chapter O

Chapter O.

The Search for Something Real.

We have just walked together through 5,000 years of trying to close the distance between an audience and a story. This is the chapter we are writing now.

The Instrument · capture, sound, playback
The Instrument · capture, sound, playbackReel · 2026

Pillar I

OrbitTech.

The first technology that lets directors direct in shared immersive reality. Camera systems, spatial sound, and immersive playback engineered as a single instrument — so the people who already know how to tell stories on a screen can tell them on a dome.

Camera systems · Spatial sound · Immersive playback

The Playground · originals, co-productions, brand-led
The Playground · originals, co-productions, brand-ledReel · 2026

Pillar II

OrbitStudios.

The playground where directors build what comes next. We develop and produce originals end-to-end, co-produce with major studios and brands, and back the directors who want to make the first work native to shared immersive reality.

Originals · Co-productions · Brand-led immersive

The Close

Be part of Chapter O.

I am Orbit. Write to me.