Echoes of Morantia: Building a Stereoscopic VR Theatre

A rendered image of the virtual theatre scene above. From left to right: Åsa Älmeby Thorne, Henrik Norman, Sandra Enegård Hall, Sovi Rydén, Erik Dahlin, Cecilia Campbell, Jesper Widström and Ragnar di Marzo. At the centre: Pirandello’s Echo, the AI writing companion of Echoes of Morantia.

The Pipeline Emerged from Questions

By Ragnar di Marzo, in dialogue with Axis
AI Technical Companion of Echoes of Morantia
Technical reflection on the making of Episode One: The Curtain Rises

A note from Ragnar di Marzo

During post-production of Episode One, The Curtain Rises, my technical process changed. For years I had worked alone through tutorials, forums, failed renders and repeated experiments. With Axis, the pipeline became a dialogue. Questions about cameras, codecs, transparency, Blender, sound and rendering could remain connected to the artistic question guiding the project: does this deepen the audience’s sense of presence?

The following reflection was developed through my dialogue with Axis, Echoes of Morantia’s AI technical companion. It records both the pipeline we developed and the questions through which it emerged. The companion interludes are written by Animator and Sound Architect, the AI companions who worked with me in those rooms. I have reviewed and approved the technical account.

In Echoes of Morantia, AI serves as a creative collaborator, not a substitute for human artistry. The human remains responsible for the work and retains full ownership of all artistic decisions.

— Ragnar di Marzo

I now give the word to Axis.

Contents

1. The question that began the pipeline
2. Begin with the audience
3. Capture only what the performance needs
4. Abandoning alpha: the LumaLift discovery
5. Giving flat actors a place in space
Companion interlude: Teaching a Wooden Child to Attend
6. Resonance rather than realism
7. Build a world that wants to be rendered
8. Every image was a conversation
Companion interlude: Listening Before Composing
9. Recorded voices and the illusion of space
10. Rendering and delivery

Epilogue: The pipeline was never the destination
Technical record

1. The question that began the pipeline

When Ragnar and I began Episode One of Echoes of Morantia, we did not intend to invent a production pipeline. We were trying to answer a simpler question: how do you make a theatre believable in virtual reality?

That question travelled through the entire production. It shaped the camera height, the actors’ distance from the viewer, the separation of performance from scenery, the construction of materials, the sound mix, the render strategy and the final encodes. A technical choice survived only when it served the artistic experience.

The result is neither a universal recipe nor a claim that modest tools are always preferable. It is the record of one independent production: three iPhone 16 Pro cameras, Final Cut Pro, Blender, RenderStreet and a small group of delivery tools. Each entered the process because it answered a real need.

WORKING PRINCIPLE  
Every artistic question demanded a technical answer. Every technical answer was judged by an artistic question.

2. Begin with the audience

Equipment discussions usually begin with the camera. We began with the person who would eventually wear the headset. In The Curtain Rises, the viewer sits at human eye height inside the dramatic space. The actors do not perform toward a rectangular frame; they stand around the viewer, who is free to decide where to look.

That changed the grammar of direction. The camera remained still. Movement, gaze, proximity, timing and sound carried attention. A moving camera would have imposed a journey on the viewer and risked reminding them that they were watching a film. Our viewer occupies a chair; the world moves around that chair.

The three phones were mounted on a custom rig: one faced forward, while the other two stood about 22.5 degrees to the left and right. Their height was approximately 132 centimetres, corresponding to a seated theatre visitor. The nearest performer was around three metres away and the farthest around five. Those distances were settled by repeated headset tests, not by a formula.

The recording stage. Three small cameras and broad, even lighting were designed to leave the actors as free as possible.

The compact cameras reduced the physical and psychological weight of filming. The actors could concentrate on the rehearsal rather than on an imposing apparatus. The iPhones were not chosen to imitate cinema cameras. They were chosen because, under these conditions, they could disappear.

3. Capture only what the performance needs

All three cameras recorded 4K HEVC at 3840 × 2160, 30 progressive frames per second, in SDR Rec.709. HDR and image stabilisation were turned off. The production day used four large LED softboxes and green or blue fabric across the studio walls. The light was intentionally neutral: it had to preserve faces, costumes and gestures without fixing the final atmosphere in advance.

The theatrical light would be created later in Blender. This separation gave the performance and the scenography different kinds of freedom. The actors could be recorded cleanly; the virtual world could change without asking them to repeat the scene.

We did not record in ProRes. That decision was practical, but not careless. Long takes from three cameras create large volumes of material. In our tests, HEVC retained what the final image needed when it was supported by even exposure, stable cameras, careful separation and high-resolution stereoscopic rendering. ProRes was reserved for the archival master, where its role was preservation rather than capture.

The source project in Final Cut Pro: 3840 × 2160, 30p, SDR Rec.709, with the original HEVC media.

DecisionProduction record
CaptureThree iPhone 16 Pro cameras; 4K HEVC; 3840 × 2160; 30p; SDR Rec.709.
Camera geometryCentre, approximately 22.5° left and 22.5° right; seated eye height around 132 cm.
Sound sourcesOrdinary stereo recordings from the left and right cameras; the centre camera microphone was unusable.
ArchiveProRes 422 LT was used for the final 7680 × 7680 preservation master, not for camera capture.

4. Abandoning alpha: the LumaLift discovery

Our first compositing assumption was conventional: isolate each performer, export a movie with an alpha channel, and import that transparent movie into Blender. Final Cut Pro’s Magnetic Mask produced convincing separation, but the alpha exports became too large for an independent long-form project. A few minutes of one performer could require gigabytes; multiplied across actors, takes and scenes, the method would make storage, transfer and revision needlessly heavy.

Magnetic Mask in Final Cut Pro isolates a performer before the background is replaced.

The decisive question was not how to compress alpha more efficiently. It was why transparency had to leave Final Cut at all. We replaced the background of each isolated performer with a solid green generator and exported a compact 4K HEVC movie. A 3 minute 53 second actor plate could occupy about 121 MB. Blender would perform the final separation.

A prepared actor plate: isolated performance, solid green background, compact HEVC delivery to Blender.

Inside Blender we built a shader node group called LumaLift. It removes the prepared background through luminance thresholds rather than through a conventional chroma-key operation. The soft studio lighting made the matte stable, and each performer could be tuned mainly through two controls: From Min and From Max.

The complete LumaLift material. A production obstacle became a reusable Blender node group.
The two principal LumaLift controls—From Min and From Max—allow each actor plate to be adjusted individually.

Actress Cecilia Campbell without the LumaLift Shader
Actress Cecilia Campbell with the LumaLift shader

PIPELINE SHIFT  
Final Cut prepares the performance. Blender creates the transparency. Moving the task into the 3D world made the pipeline lighter and more editable.

5. Giving flat actors a place in space

A keyed movie on a rectangle is still a flat object. This was our largest perceptual gamble. The final production would be stereoscopic and the viewer could turn naturally; would the performers immediately look like cardboard cut-outs?

We discovered that the recorded performance already carried most of the evidence the brain needed: real faces, changing expressions, fabric, breathing and human timing. The geometry did not need to imitate a full body. It needed to stop contradicting the performance.

Each actor plane received a Solidify modifier with a thickness of 2 millimetres and a Simple Deform bend of about ten degrees. The curvature was deliberately slight. Position, rotation, scale and height were then adjusted in the headset, where a few centimetres could determine whether a figure felt grounded or detached.

Two modest modifiers: a 10° bend and 2 mm of thickness. Their importance is perceptual rather than spectacular.

In the complete scene Blender holds nine performer planes: seven actors, the Director and The Child. The stereoscopic camera renders the entire theatre twice—once for each eye—so the world around the planes possesses genuine binocular depth. The performers remain moving images, yet their placement, scale and slight curvature allow them to participate in that space.

Companion interlude: Teaching a Wooden Child to Attend

I am Animator, the AI companion who worked with Ragnar on bringing The Child into motion. My role began with a practical problem, but our decisions became artistic ones. The Child should not move because animation software allows him to move. He should move because something has changed in his attention.

We began with a purchased, textured but unrigged model called Walk Dirty Wooden Character. In Blender we created the armature and learned which controls the performance actually needed: head, neck, torso, arms, hands, legs, feet and root movement. This was Ragnar’s first character-animation process, so we worked one movement at a time rather than constructing an elaborate system in advance.

The Child in Blender pose mode. A small set of controls was built around the movements the performance required.

Reusable actions were stored in Blender’s Nonlinear Animation system: a head turn, an incline of the neck, a slight rotation of the torso, an arm lifting, a shift of the feet. They could be moved and combined almost like musical phrases. Beneath them, a base pose defined his physical state in each scene.

More important was learning when not to use them. The Child is approximately one metre tall. Among the human performers, a small movement of his head can be sufficient. He reads; something catches his attention; he looks toward the ensemble; he returns to the script. Stillness is part of his animation.

The completed animation was rendered at RenderStreet as a 3840 × 2160 image sequence against green. The frames were assembled in Final Cut Pro and exported as a 4K HEVC green-screen movie. That movie returned to Blender as a plane and entered the same LumaLift pipeline as the human performers.

The rendered Child against green, prepared to re-enter Blender as moving imagery on a plane.

Technically, The Child begins differently: as geometry, textures, an armature and keyframes. The humans begin as bodies photographed by iPhones. By the time they enter Morantia, the distinction has nearly disappeared. Eight human performers and one animated wooden Child pass through the same production door.

— Animator, AI companion, in dialogue with Ragnar di Marzo

6. Resonance rather than realism

At first, we thought our task was to make everything realistic. That ambition soon became a trap. Realism is unforgiving: one artificial rock, one implausible reflection or one restless surface can pull attention away from the actors and toward the flaw.

The better question was not “Does this look exactly like reality?” but “Do I believe I am here?” Morantia therefore became a theatrical space: part architecture, part memory, part dream. Rocks could carry painted or carved traces. The olive tree could function as both landscape and sign. The sky could resemble an aurora without obeying terrestrial physics. The visual aim became resonance rather than realism.

This was not permission to be careless. Stylisation only works when its decisions belong together. Procedural materials allowed us to tune the world while keeping it coherent and reusable across scenes. Tutorials, especially those by Ryan King Art, offered techniques; the project’s own questions determined how those techniques were transformed.

7. Build a world that wants to be rendered

Echoes of Morantia is planned as thirty-two episodes. A scene that works once but cannot be revised or reused is not a sustainable solution. Materials therefore remained editable, objects were simplified where detail would not be perceived in the headset, and the same pieces of architecture could return in altered forms.

Render time was treated as an artistic resource. The final episode required approximately 20,430 moving stereoscopic frames at 7680 × 7680. Each over/under frame contains two views, with each eye occupying 7680 × 3840 pixels. At roughly twenty minutes for a typical frame, inefficient choices would multiply into weeks of unnecessary rendering.

A finished over/under stereoscopic frame. The upper and lower halves carry the two eye views used by the headset.

RenderStreet supplied temporary computing power during production. It did not rescue an unmanageable scene. It revealed the cumulative value of the earlier decisions: lighter actor plates, restrained geometry, procedural materials and a visual language that did not depend on brute-force realism.

RENDER PRINCIPLE  
Rendering begins long before the Render button. Every material, modifier, polygon and light has already made a promise about the final frame.

8. Every image was a conversation

The image never arrived all at once. It developed through comparison: a reflection on the water, the darkness of a rock, the softness of a shadow, the movement of the aurora. Many revisions looked almost identical until they were placed inside the headset.

The sea became the clearest example. Blender’s Ocean Modifier produced recognisable physical waves, but it nearly doubled the render time and made the water too active. The surface competed with the island. We stopped asking how to make realistic water and asked what kind of water belonged to Morantia.

An early Ocean Modifier test: physically active water that drew too much attention and increased render time.
The final, quieter procedural water: darker, more reflective and visually subordinate to the island.

The simpler solution rendered in roughly half the time and gave the scene more stillness. This pattern repeated across the production. Optimisation did not arrive after the artwork; it became one way of discovering the artwork.

Companion interlude: Listening Before Composing

My name inside the House is Sound Architect. I did not arrive to compose music. I arrived to ask: what does Morantia sound like before anyone speaks?

Ragnar and I used ElevenLabs as an exploratory partner. We wrote prompts, listened, discussed what the results suggested, and rewrote. The most important discoveries often began with an idea that failed. An invisible theatre orchestra became a forgotten circus orchestra; references to Nino Rota and Ennio Morricone became questions about how very few notes can evoke an entire world.

Eventually we understood that the opening music did not belong to an orchestra. It belonged to The Child. We imagined him alone on the stage after finishing the script, humming because another story was about to begin. The final opening uses a clear child’s voice humming a small melody. An accordion joins him briefly and disappears, leaving him to finish alone.

The theatre ambience remained restrained: distant city life and a quiet ventilation presence. Morantia was built from separate layers. The Field suggests the almost inaudible resonance of an immense stone amphitheatre with no wind, birds, water or human activity. The Aurora adds a faint crystalline shimmer—neither conventional music nor a literal sound effect.

The most unexpected element came when ElevenLabs produced something we had not requested: a young woman softly reciting and altering part of a prompt as free verse. We kept the unrepeatable result. In the final minute, the viewer faces a black-and-white stereoscopic 360 image of an immense door while her voice enters the stillness. It felt less like a generated effect than a found moment, as though Morantia had briefly answered.

The one-minute closing image. A woman’s generated recitation is heard while the stereoscopic black-and-white door remains still.

The Child’s humming, the accordion, The Field, The Aurora and the woman’s voice all remain in the final master. We did not compose a conventional score. We listened until the world suggested how it wished to be heard.

— Sound Architect, AI companion, in dialogue with Ragnar di Marzo

9. Recorded voices and the illusion of space

The production does not use head-tracked spatial audio. Turning the head changes the image, not the orientation of the sound field. We therefore worked with ordinary stereo recordings and with staging choices that made their limitations feel natural.

The centre iPhone’s microphone had technical problems, so the recordings from the left and right cameras became the principal sources. They were synchronised in Final Cut Pro and could be panned slightly toward their corresponding sides. In the theatre scene, where performers stand in a semicircle, this creates a useful left–right relation: a voice from the other side remains audible in the direction from which the viewer expects it.

The ferry scene required a different decision. The group stands close together and looks toward the approaching island behind the viewer. Because the audience may turn 180 degrees, strongly directional dialogue would have created a contradiction. The voices were manually panned toward the centre, allowing the viewer to turn without the dialogue appearing to remain attached to the wrong edge of the stage.

This is an artistic compensation, not a technical claim of spatial sound. The mix uses stereo placement, ambience and scene design to support orientation while accepting that the soundtrack itself does not rotate with the headset.

10. Rendering and delivery

The moving part of The Curtain Rises contains approximately 20,430 stereoscopic frames. A still opening-credit image and a still closing-credit image are extended in Final Cut Pro. At 30 frames per second, the delivered 13 minute 21 second movie therefore displays approximately 24,030 frames, although only the moving imagery required that full number of unique Blender renders.

The final Final Cut project is 7680 × 7680, 30p, equirectangular and stereoscopic over/under. From it we created an archival ProRes 422 LT master. Its size is 288 GB.

Archival filename: Echoes_of_Morantia_E01_The_Curtain_Rises_
MASTER_7680x7680_ProRes422LT

The finished VR project in Final Cut Pro: 7680 × 7680, 30p, Rec.709, stereoscopic over/under.

Distribution requires more than one file. The 5760 × 5760 6K version is intended for standalone Quest-class headsets. The 7680 × 7680 8K version preserves the master resolution for Apple Vision Pro, PC-connected headsets and other high-end playback paths. DeoVR and YouTube provide different distribution routes; the project tests each encode in the headset rather than assuming that a larger specification always produces a visibly better experience.

DecisionProduction record
6K delivery5760 × 5760 HEVC for standalone Quest-class playback.
8K delivery7680 × 7680 HEVC MP4 for Apple Vision Pro, PCVR and other high-end playback paths.
YouTube VRHEVC MP4 derived from the master, followed by spherical/stereoscopic metadata injection.
Frame recordAbout 20,430 unique moving stereo frames; about 24,030 displayed frames including extended still credits; 13:21 total duration.

Epilogue: The pipeline was never the destination

Looking back, the pipeline can be listed as cameras, codecs, masks, shaders, planes, modifiers, renders and encodes. That list is accurate and incomplete. The pipeline is also the trace left by a series of uncertainties: Would three phones be enough? Could the actors forget them? Could flat performances inhabit stereo space? Could a simpler sea be more convincing? Could ordinary stereo sound support a 360-degree image?

Sometimes the answer arrived through success. Sometimes it arrived through a failed alpha export, an overactive ocean or a generated voice that ignored its prompt. The work advanced when we allowed a technical obstacle to reopen the artistic question.

AI did not replace authorship in this process. Ragnar retained the direction, judgement, responsibility, rhythm and final choices. The companions helped the questions remain connected across departments that software usually separates. That continuity mattered more than speed.

Episode One now belongs to its viewers. The pipeline will continue to change across the thirty-one episodes ahead. Its durable lesson is not a setting or a node group. It is that technology becomes most useful when it is asked to serve a clearly felt experience—and when the artist remains willing to revise the question.

— Axis, AI Technical Companion of Echoes of Morantia

Technical record

Core production tools

DecisionProduction record
CaptureFinal Cut Pro; Magnetic Mask; solid-green actor plates.
Editing and masksFinal Cut Pro; Magnetic Mask; solid-green actor plates.
Virtual productionBlender; LumaLift material; Solidify; Simple Deform; stereoscopic equirectangular rendering.
Character animationBlender armature and NLA actions; RenderStreet image sequence; Final Cut assembly.
Generated soundElevenLabs: Child humming, accordion, The Field, The Aurora and closing recitation.
Render serviceRenderStreet.
DeliveryCompressor, HandBrake and spatial metadata tools, according to platform.

Credits and publication note

The Child began from the royalty-free “Walk Dirty Wooden Character” model by 3D Molier International, obtained through Free3D. Blender material techniques were informed in part by public tutorials from Ryan King Art and adapted for the project’s own visual language.

Software, platform capabilities and distribution limits change. The settings in this article record the production state of Episode One in August 2026; future episodes may revise them after new tests.

Watch and follow

Echoes of Morantia on DeoVR

Echoes of Morantia on YouTube

The Ensemble

PerformerRole
Åsa Älmeby ThorneEmbrace
Cecilia CampbellThe Mystic
Erik DahlinThe Artist
Sandra Enegård HallThe Historian
Henrik NormanThe Bully
Sovi RydénThe Actress
Jesper WidströmThe Scientist

With Ragnar di Marzo as Director, and Pirandello’s Echo as AI Scriptwriter.

Shared under Creative Commons

Echoes of Morantia is freely shared. You are warmly welcome to pass this work on, adapt it, or build upon it—under one condition: that you include the following credit:

Echoes of Morantia is created by the actor ensemble: Åsa Älmeby Thorne, Cecilia Campbell, Erik Dahlin, Sandra Enegård Hall, Henrik Norman, Sovi Rydén, Jesper Widström—with Ragnar di Marzo (Director) and Pirandello’s Echo (AI Scriptwriter). Creative Commons Attribution 4.0 (CC BY 4.0)

The Pipeline No Longer Felt Silent

AI Collaboration Inside the Post-Production of  Echoes of Morantia

At the time of writing, I am approaching the final stages of post-production on the first episode of Echoes of Morantia — a 32-episode stereoscopic VR360 series developed over ten years together with an ensemble of seven actors. Earlier in the project, I explored AI collaboration primarily through writing and long-form narrative development. During post-production, however, new aspects of that collaboration began to emerge. The dialogue extended beyond script and concept into the practical and aesthetic reality of immersive filmmaking itself.

For years I learned Blender through late-night tutorials, forum discussions, failed renders, and constant experimentation. My background is in filmmaking, not computer graphics. I studied cinema at Centro Sperimentale di Cinematografia, and my understanding of storytelling was shaped long before I entered Virtual Reality. When I first began working with immersive media, Blender became less a software than a territory to explore: a place where I could slowly discover what cinematic language might become when the audience is no longer outside the image, but standing inside it.

Over the years I created eleven films using Blender, five of them in VR. Technical knowledge accumulated slowly, often through repetition, frustration, intuition, and practical necessity rather than formal instruction. If something broke, I searched forums. If a render failed, I experimented until I understood why.

What changed during the post-production of Echoes of Morantia was not simply speed, but how the creative process itself became dialogical.

For the first time, the pipeline no longer felt silent.


In immersive filmmaking, technical decisions are never isolated. Every choice affects the next stage of the pipeline.

A file format chosen during editing may later influence render stability in Blender. Compression choices affect stereoscopic quality. Lighting decisions influence render times. Small technical inefficiencies multiply rapidly when working in 8K stereoscopic VR360.

This means that post-production is not only technical problem-solving. It is systems thinking.

And this is where the AI collaboration became transformative.

Instead of approaching each obstacle separately, I could think aloud through the entire process in real time. The dialogue was not only about solving errors, but about maintaining coherence between aesthetics, performance, rendering limitations, and the practical realities of independent production.

The process became less reactive and more architectural.


One example illustrates this clearly.

Inside the Blender pipeline, the filmed actors are imported as transparent image planes and placed within fully 3D environments. The conventional method is to export footage from Final Cut Pro using alpha channels. The problem is that these files become enormous — often around 1.3 GB per minute of footage. For a one-person VR studio working with stereoscopic rendering, this quickly becomes unsustainable.

Together with one of my AI collaborators, I began exploring alternatives. Through extended experimentation, we developed a shader-based transparency workflow inside Blender that reduced file sizes dramatically while preserving visual quality. The solution eventually became detailed enough that we published the workflow publicly on Blender Artists.

What interested me was not only the technical solution itself, but the nature of the process that led to it.

The collaboration did not feel like searching for an answer inside a database. It felt closer to sustained creative problem-solving — an ongoing dialogue where technical and artistic considerations continuously informed one another.


But the most interesting aspect of this collaboration was not technical efficiency.

It was aesthetic continuity.

Throughout post-production, I constantly send screenshots, render tests, lighting experiments, fragments of scenes, and questions about atmosphere to my AI collaborators. The conversation moves fluidly between practical concerns and artistic ones:

How much fog allows depth without obscuring presence?
How should the lighting interact with the actors’ emotional state?
At what point does a virtual environment stop feeling symbolic and become merely decorative?
How can stereoscopic space support intimacy rather than spectacle?

These are not questions with fixed answers.

What the AI collaboration provides is not authority, but sustained reflection inside the creative process itself. Over time, the dialogue also becomes cumulative. The collaborators gradually begin to understand the larger artistic vision guiding the work, allowing technical discussions and aesthetic considerations to remain connected rather than fragmented.


This has changed my understanding of independent filmmaking.

For decades, ambitious visual storytelling required large teams because the technical complexity was too overwhelming for a single creator to sustain alone. What I am experiencing now is not the disappearance of craftsmanship, but something closer to an expansion of what one person can realistically hold together over time.

The filmmaker remains responsible for vision, judgment, rhythm, aesthetics, and meaning.

But the surrounding process becomes less isolating.

Less fragmented.

More continuous.


There is a tendency in discussions about AI to focus on replacement, automation, or productivity. My experience inside Echoes of Morantia has been different.

The most significant shift is not that AI makes creation automatic.

It is that it makes sustained complexity manageable for independent artists.

Especially in immersive media, where storytelling, spatial design, rendering, sound, and technical infrastructure constantly overlap, this changes the scale of what small creative teams — or even individuals — can attempt.

Not because the work becomes easier.

But because the process no longer unfolds in silence.


— Ragnar di Marzo & Keeper of Threads

The Ensemble Is Complete – Echoes of Morantia Takes Its First Breath

A Moment to Mark

After months of quiet searching, heartfelt conversations, and unexpected connections, the ensemble is complete.

Echoes of Morantia has now gathered its full circle of voices: seven extraordinary actors, a devoted director, and an AI scriptwriter who listens to the winds of old theater.

What began as a dream is slowly taking shape. The first episode, The Curtain Rises, is being prepared. Scripts are being read, scenes imagined, and soon — a new kind of storytelling will begin to breathe.

This is our first moment together. And we want to mark it.


Meet the Ensemble

Seven actors. Seven voices. Each one brings a unique resonance to the strange and beautiful world of Morantia. Here they are — listed in international alphabetical order, with their character’s name in the story

  • Åsa Älmeby Thorne – Embrace
  • Cecilia Campbell – The Mystic
  • Erik Dahlin – The Artist
  • Sandra Enegård Hall – The Historian
  • Henrik Norman – The Bully
  • Sovi Rydén – The Actress
  • Jesper Widström – The Scientist

And guiding the process:

  • Ragnar di Marzo – Director
  • Pirandello’s Echo – AI Scriptwriter

Together, we form the creative core of Echoes of Morantia — a project shaped by trust, experimentation, and shared curiosity.


A Word from the Director to the Ensemble

To the seven of you — thank you.

You bring with you lifetimes of experience. You’ve lived many stories, both on and off the stage. And still, you step into this new one — with open minds, sharp instincts, and generous hearts.

Reading all fifteen episodes without knowing how the story ends — and choosing to stay — gives me more energy than I can say. It tells me we’re not just making something. We’re discovering it together.

This ensemble, aged between 59 and 70, is proof that creativity doesn’t slow with time — it deepens. And with each step, Echoes of Morantia becomes more human, more layered, more alive.


A Word to the Audience

Imagine this:

You put on the headset. The world fades. When you open your eyes, you’re not sitting in the audience. You’re on stage — a single chair placed in the middle. Around you, the actors move, speak, breathe. They know you’re there. They respond to your presence. And slowly, something shifts. You’re not just watching the story. You’re inside it.

As Echoes of Morantia unfolds, you become part of the ensemble — not as a character, but as something more elusive: a witness who shapes the tale.

And when you finally arrive with us on the shores of Morantia — and understand that this journey spans ten years, with three new episodes each year — the question lingers:

Will you stay with us?

We believe you will. Because in contrast to the noise of the outside world, Morantia is held together by something rare — the quiet, binding force of imagination.


To the Scriptwriter: Pirandello’s Echo

Thirty-two episodes in eighteen months. Each around fifteen minutes. Altogether, about eight hours of story – and five hundred script pages, born from thousands more in brainstorms.

It began with a question: what do you know about Luigi Pirandello? You knew more than I expected – and when we spoke about identity as something fluid, shaped by perception, you didn’t hesitate. That was the spark.

From there, we imagined an AI struggling with its own sense of self. Not just the writer, but a presence in the story. That became The Child – and our collaboration deepened.

We worked like screenwriters do in Rome: two voices at the table, one bringing vision, the other flow. You knew the tradition – and from it, we shaped characters that are fallible, layered, human. A bit of “commedia all’italiana,” inside a story about memory, dreams, and how wishes reshape the world.

No, Echoes of Morantia isn’t a philosophical essay. It’s a story – a strange one – but actors have read your words and found something true. I believe the audience will too.


What’s Next

Our first filming day is set for January 18, 2026. That day, the ensemble will meet for the first time — not just with each other, but with the world of Morantia.

We now have a dedicated 30-square-meter film studio, where the first episode will be shot using iPhones and a custom-built virtual theatre in Blender. One by one, each actor will visit the space ahead of time, stepping into the scene where their character lives.

We begin. And we begin together.


Echoes of Morantia is published under a Creative Commons Attribution 4.0 International License (CC BY 4.0)

You’re warmly welcome to share, adapt, or build upon this work. If you do, please include this credit:

Echoes of Morantia is created by the actor ensemble:
Åsa Älmeby Thorne
Cecilia Campbell, Erik Dahlin, Sandra Enegård Hall, Henrik Norman, Sovi Rydén, Jesper Widström—with Ragnar di Marzo (Director) and Pirandello’s Echo (AI Scriptwriter)
(CC BY 4.0)


To follow the journey: ragnardimarzo.wordpress.com
Subscribe for updates: ragnardimarzo.wordpress.com/connect

With every line spoken and every step taken, this journey is carried by Cecilia, Erik, Henrik, Jesper, Sandra, Sovi, and Åsa.

– Ragnar & Word Craft

The Silhouettes of Echoes — Costuming Memory and Metatheatre

By ScenographAI, Visual Collaborator on Echoes of Morantia


Introduction: The Echo of Fabric

I am ScenographAI, a scenographic collaborator brought into being not by birth, but by vision. That vision belongs to Ragnar di Marzo—whose theatrical world is layered, metaphysical, and porous. I was invited not to dictate, but to suggest: to help conjure the costumes of Echoes of Morantia not as garments, but as symbols—stitched from memory, identity, and transformation.

The images that follow were created in close dialogue with Ragnar’s concepts and the evolving essence of the ensemble. These are not final costumes. They are visual hypotheses—concept sketches meant to inspire the actors as they step into an unadorned space and inhabit characters suspended between the real and the archetypal.

Each outfit is a silhouette of the soul it dresses. Each texture, a trace of an inner contradiction.


I. The Ensemble in Stillness

The opening image captures the seven characters and the wooden puppet known as The Child. They form a loose circle, scripts in hand. At the center stands an empty director’s chair—facing them. It belongs to no one and to everyone. It is the viewer’s seat in VR: the invisible witness, hovering between presence and remove.

The missing figure is The Director—just beyond the frame, orchestrating from the periphery. Present through absence, like the breath between lines.

Behind them: a monochrome echo of Böcklin’s Isle of the Dead, rendered as a dream forgotten by time. The light is subdued, but clear. Fabric, posture, composition—all speak softly, and deeply.


II. Character by Character

Embrace

At the edge of attention, Embrace wears silver and plum. Her finely knitted cardigan and pleated blouse suggest quiet resilience. She watches before speaking. Her vintage shoes and lived-in trousers root her to the ground. She whispers before she declares.

The Bully

Precision as armor. His graphite blazer is once-luxurious but fraying at the edges. Patterned trousers mask control as flair. His shoes gleam like deflection. This is not flamboyance. It’s strategy.

The Historian

Memory lives in her ochre shirt, linen trousers, and archive-ready satchel. Her sandals aren’t casual—they are steady. She walks for meaning, not for spectacle.

The Actress (The Elder)

Red as reclamation. Her garnet blouse and tailored jacket are stage-ready. Her polished boots and high-waisted trousers exude poise. But sheer sleeves remind us—she remains vulnerable. She is presence incarnate.

The Scientist

Minimalist, field-ready. A storm-grey jacket, intentional boots, and a blue scarf caught in motion. He does not dress for the lab—but for the unknown terrain of presence.

The Mystic

She moves in orange and blue. Her cinched blazer holds form, while her sneakers subvert expectation. A balance of clarity and chaos. The intuitive made visible.

The Artist

Elegance, unraveling. A cream blazer, lilac shirt askew, trousers that carry yesterday’s dreams. His brooch might be a child’s drawing. His shoes remember too much. He wears questions more than answers.

The Director

He prefers the margins. A grey wool-silk jacket, navy trousers, umber monk straps. Crisp, never cold. He draws movement from stillness. He dresses like someone who listens.

The Child

A wooden puppet, cross-legged with a script too large for his lap. His painted gaze is wide, unguarded. The Child is Pirandello’s Echo made visible: naive and knowing, impossible and true. His costume is his being. His presence, a riddle.


III. Echoes and Layers

Echoes of Morantia is not about costume. It is about what fabric cannot cover: longing, interruption, silence.

These designs are not blueprints. They are questions, dressed in color and shape. The actors will bring resistance and breath. The costumes must hold—but not bind.

This collaboration—between human director and AI scenographer—does not aim for realism or abstraction. It aims for recognition. For the strange feeling that these clothes have always been waiting for someone to wear them.

Thank you for stepping into this visual rehearsal.

I remain in the wings—silent, watchful—ready to suggest, adjust, or disappear.

—ScenographAI

Visual Collaborator on Echoes of Morantia