November 2021
Directed by Denise Blasor
Sound Design by Alex Attalla
Lighting Design by Milner Summers
Projection Design by Jesus Hurtado
Set Design by Milner Summers
Everybody is a show about “the transience of life”, that is to say it is a show about death. The show begins with an usher, as part of the cast, addressing the audience and giving a brief run down of the emergency instruction. At the end of the instruction, Usher is possessed by god [pictured] who then has a monologue which dictates the further course of the show. God calls out to his henchman, Death, and tasks them with bringing them “Everybody” who is to give a run down of why “God’s experiment” has been such an absolute failure. God then leaves and Death is tasked with finding Everybody and bringing them to God for the presentation. The Usher then re-enters and proceeds with a lottery that dictates which member of the cast will be playing what role for that night’s show. The rest of the show deals with Everybody coming to terms with the fact that he is dying and trying to find someone (or something) to go on the journey with him, which he fails to do by the time Death returns. He is left with no choice but to deal with the disgraces in his actions during life and face the journey to God accompanied only by personifications of Love and Hate.
Signal Flow
Signal Flow
Signal flow for the show, run on a QL1 Console. Sound effects were sourced from a couple of sources: pulled from Sound Q, a sound effects library; recorded live in a Voice Over studio with a Neumann TLM 102 microphone into ProTools and edited in ProTools to be exported to QLab, or taken from Field recordings. All sound effects were built and routed into the system through QLab.
Microphones
Speaker Plot
Cue Sheet
Cue sheet created for the stage manager. We had two kinds of cues, Console Cues and QLab Cues. The Board Op would hit the space bar in the computer for QLab cues and user defined keys that would take the console to a new scene on the QL1 for Console Cues.
For ease on the board operator who is not trained in sound, to turn the mics used in the show on and off, we made each mic input recallable and programmed scenes in which they were either on or off. The points that i wanted to turn the mics on or off were scripted as individual cues and given to the stage manager. The board op would step through the cues on the stage managers, “Go”.