PlayStation
PlayStation — Major Shows & Fan Events (2010–2018)
From 2010–2018, I led fabrication and on-site production for PlayStation across dozens of shows each year—including E3, PlayStation Experience (PSX), PAX (East/West/Aus), and San Diego Comic-Con—delivering large-scale, highly themed environments with playable demos, theaters, and showcase moments for first- and third-party titles.
Scale & footprint. PlayStation’s E3 presence routinely ranked among the largest on the show floor (e.g., ~43,500 sq ft in 2017), with theaters, VR bays, and hands-on demo areas that drew massive traffic. PlayStation LifeStyle+1
PSX (fan-first expo). PSX evolved into a fan convention with 100+ playable games and a show floor celebrated for elaborate buildouts—an equal mix of expo, marketing, and fan community. PlayStation.Blog+2Ars Technica+2
PAX programs. At PAX, PlayStation staged “massive” booths featuring headline franchises and indies (nearly 40 games at PAX Prime 2015, plus Project Morpheus/PS VR). PlayStation.Blog+1
Comic-Con presence. SDCC booths and satellite spaces amplified major IP (Marvel, WB, etc.) with immersive sets and hands-on experiences alongside media coverage and fan activations. The Geekiary+1
Landmark launches. These environments supported reveal cycles across E3 (e.g., God of War, Spider-Man, Death Stranding) and the PlayStation VR push. PlayStation.Blog+2WIRED+2
My role (Pinnacle). I directed end-to-end environmental fabrication and install—from concept engineering, scenic theming, and demo-pod/theater systems to rigging, LED/signage, queue design, and back-of-house ops—coordinating with Sony Interactive Entertainment, studios (e.g., Bungie, Insomniac), and IP partners like Warner Brothers and Marvel and Star Wars. At E3, I helped deliver fast-turn, modular booth systems that could pre-build in shop and install under tight move-in schedules. Pinnacle
Impact. The builds consistently enabled high-throughput gameplay, press beats, and fan engagement across premium stages, with capacity sized to E3-scale attendance. (Context: E3 drew ~50–69K attendees in 2016–2018.)