Portfolio
any location
in camera
We build photoreal environments in Unreal Engine, put them on a tracked LED volume, and shoot them practically. No travel, no permits, no weather, nothing composited afterward.
A location is the most expensive thing in most shoots.
It's the flight, the permit, the weather window, the season you have to wait for. Portal One removes all four. The environment is rendered in real time behind your subject and the light from it lands on their face — which is the part a green screen can never fake. What comes out of the camera is finished.
shot in camera
Music video and product work, optics frames shot for ATN. Every environment is rendered live on the wall — nothing keyed, nothing replaced afterward.

Sunset environment. No product, no set — the wall is the whole frame.

Same environment, tighter. Silhouette against rendered light.

Music video. Neon street environment, subject close to the wall.

Long lens on the guitar. Background dissolved to light.

Wider on the same setup, environment held readable.

Forest environment. Subject at the bench, full profile.

Retail environment. Product pair, background held sharp.

Campfire environment. Warm practical against a cool wall.

Retail environment. Optic in hand, close to the wall.

Forest environment on a long lens.
environments
Built in Unreal Engine and rendered live on the wall. We also fly drones over real St. Louis buildings and rebuild them — the Fairground Park bear pits and the Majestic Theater, turned into locations you can shoot in front of.

The Fairground Park bear pits, dropped into a built street.

Same structure, closer, different weather.

The Majestic Theater, with the bear pits behind it.

Drone capture, aligned from several hundred frames.

Camera positions from the survey.

The Majestic open in the Unreal editor — our scan, our scene, the same asset that goes on the wall.
how a place becomes a set
Roughly a day from flying a building to standing in front of it on the wall.
Fly it
Drone capture, several hundred overlapping frames. A couple of hours on site and the building is recorded from every angle.
Align it
Photogrammetry solve in RealityScan. Every camera position resolves against the others and the geometry falls out of the overlap.
Shoot it
Into Unreal, lit and dressed to the brief, then live on the volume. Change the time of day between takes instead of waiting a year for it.
ready to shoot today
Alongside the custom work we keep a licensed library loaded. These are up on the wall in about an hour, so the only real question is whether the date is open.
Desert Valley
Exterior · Landscape
Riverfront City
Exterior · Urban
Courtroom
Interior
Subway Station
Interior · Urban
Abandoned Hallways
Interior
Neon Night Club
Interior · Urban
Beach Scene
Exterior · Landscape
Soul City
Exterior · Urban
Undersea Wreckage
Exterior · Underwater
Ancient Ruins
Exterior · Ruins
Mountain Ruins
Exterior · Ruins
Winter Road
Exterior · Landscape
Winter Forest
Exterior · Landscape
what people shoot here
Six things the stage does better than a location, a studio, or a green screen.
Product at scale
A four-inch can, forty feet tall, in a place that doesn't exist. The fine pixel pitch means the product can sit close to the wall without the background breaking up.
Locations you can't afford
Origin farms, cathedrals, salt flats, a field at golden hour in February. No flight, no permit, no weather hold.
A whole release calendar
Six seasonals is six shoots, or one shoot and six worlds. We change the environment between setups, not the schedule.
Sets you never build
Podcasts, episodic, live shows. A different room every episode with nothing to store, strike, or relight.
Real places, rebuilt
We scan locations by drone and rebuild them in Unreal — or take the model you already have and put your principal inside it, on camera.
Your own crew
Bring your DP, your director, your gear. We're the stage, not a competing production company.
the stage
Real numbers. Full sheet on the tech specs page.
- Active Image
- 16′10″ × 7′10″
- Pixel Pitch
- P1.25
- Resolution
- 4096 × 1920
- Refresh Rate
- 7680 Hz
- Real-Time Engine
- Unreal Engine 5.8
- Camera Tracking
- LONET 2
- Shooting Floor
- 66′5″ × 25′8″
- Camera Pullback
- to 25′
Arch Portal Industries is a Missouri vendor, so qualifying productions may claim studio spend under the state motion media incentive — confirm current terms with the Missouri Film Office and your production accountant.
tell us what you'd shoot.
Send the product, the concept, or a reference image. We'll send back what it would look like on the wall.