NEXUSYSTEM™
PrototypeLive entertainment

LIVRY

A real-time crowd operating system for venues, performances and festivals.

Live venues still broadcast at the crowd, while everyone in the room is holding a connected device. LIVRY turns those devices into one synchronised, spatial experience the whole room takes part in.

Sector
Live entertainment
Status
Prototype
Stage
Working prototype
Demo
Live demo

The problem

A crowd is not an audience. It is a system waiting to be played.

Most live entertainment runs as a one-way broadcast. Where audience engagement exists, it is fragmented, simplistic, or limited to polls.

LIVRY adds a spatial, temporal layer that lets a venue become a programmable, interactive environment.

Who it serves

Everyone in the room plays a part.

For venues

Turn an ordinary venue into a programmable space capable of synchronised participation and real-time orchestration.

For performers and hosts

Interact with the whole crowd in real time through synchronised moments, tap-to-play and shared participation.

For audiences

Move from spectator to participant through collaborative games, synchronised light and shared live moments.

What exists today

A working prototype, not a concept.

The core architecture is planned and demonstrable across the interaction, venue and orchestration layers.

  • Browser app layer

    A progressive web app with nothing to install: mobile-first WebSocket synchronisation and offline-aware architecture.

  • Host console and director mode

    Real-time venue control for configuring modules, launching interactions and coordinating venue-wide moments.

  • Spatial temporal venue layer

    Anchors audience zones to seats, sections or regions of the venue, so gameplay and light map to the physical room.

  • Crowd module engine

    Light shows, collaborative games, synchronised visuals and audio-reactive experiences, as modules.

  • Performer and audience systems

    Shows who is taking part, displays performer profiles in real time and ties interaction to the performance.

The system

Synchronised to the moment, aware of the room.

Real-time

WebSocket synchronisation is designed to keep every device in the room in step, so the crowd moves together instead of each phone doing its own thing.

Spatial

Interaction is anchored to seats, sections and zones, so what happens on a phone maps to where that person is standing.

Where LIVRY goes from here.

Next

Venue-scale participation

Venues run live interactive experiences with synchronised audience devices, refining the platform against real performances.

The goal

The standard layer for live interaction

Host-controlled, spatial, real-time interaction becomes a normal part of live entertainment.

The operating system for crowd energy.

Talk to us about venue partnerships and pilots, or open the live demo.