Production Context

Punto Nemo (2024) is a Spanish science-fiction thriller produced by Ficción Producciones and Globomedia for Prime Video. Directed by Denis Rovira van Boekholt and Daniel Benmayor, with production design by Laia Colet and art direction by Adrià Porta, the series unfolds in an isolated scientific environment where technology drives the narrative forward.

In this production, encrypted archives, signal analysis systems, and Soviet-era scientific software weren't background decoration — they were operational narrative instruments. Every major interface was designed as fully interactive software and shot live on set. No playback loops. No post-production composites. Real interaction under production conditions.

This decision shaped our entire design process.


Why Real Interaction Matters for Performance

In most productions, screens run pre-rendered video loops. Actors must synchronize their movements with timed animations, creating cognitive friction — they're partially performing, partially counting beats.

Real interaction eliminates that burden.

When a system responds instantly to keyboard input, performers can operate actual tools rather than mime choreography. Their attention stays on character intention, not technical timing. For Punto Nemo, all scientific systems ran as interactive software on laptops deployed directly during filming. Systems were loaded remotely and executed locally to ensure responsiveness and stability.

We worked closely with Art Director Adrià Porta and the art coordination team throughout the process. Screen systems were conceived as integral production design elements — not external VFX layers added later. This integration influenced lighting decisions, monitor placement, actor blocking, and camera framing from the earliest stages.

On-set reliability became a design principle. When interactive systems fail, entire crews wait. Fortunately, no major technical failures occurred during shooting.


Building a Dual-Era Visual System

The narrative required two distinct technological environments: contemporary scientific interfaces and archival Russian systems from the 1980s.

Soviet-Era Interfaces: Constraints as Design Language

Soviet-era signal analysis interface — Punto Nemo, Prime Video 2024
Soviet-era signal analysis interface — 4:3, 640×480px, full Cyrillic Russian.

The archival Russian screens were designed at 4:3 aspect ratio, 640×480 pixels. This constraint was deliberate. Limited resolution forced disciplined hierarchy — text had to be carefully scaled, layouts modular, and density controlled. Resolution shapes behavior. When space is scarce, every pixel carries meaning.

These interfaces followed an institutional logic inspired by Soviet-era computing: file explorers, compiled reports, and data tables. All text was written in coherent Cyrillic Russian, using naming conventions developed through historical research to ensure technical consistency.

To avoid breaking immersion with modern aesthetics, typography was chosen for period accuracy. We implemented MxPlusIBMVGA8x16, a monospaced bitmap font that provides the authentic visual register of 1980s VGA displays while maintaining legibility across dynamic content.

Contemporary Systems: Signal-Driven Visual Language

In contrast, contemporary scientific interfaces adopted a darker UI palette dominated by green signal aesthetics, evoking CRT monitor behavior and laboratory analysis tools. Early alignment with the Director, Production Designer, and DOP established that screens would integrate into already low-key, atmospheric scenes rather than dominate them.

Because systems were truly interactive, the emitted light and subtle variations were real. There's a tangible difference between an actor lit by an actual changing interface and one reacting to a blank panel. Real interaction produces real micro-variations that the camera captures naturally.


Encrypted Sound Waves as Narrative Engine

One of the series' central narrative devices involved encrypted audio signals. On screen, characters analyze waveforms that visually resemble frequency and spectral data. But within the story logic, those sound waves carried hidden binary information — data encoded in 0s and 1s.

Through fictional decoders and signal analyzers, characters could extract scientific reports, archival images, video documentation, and classified experiment records from 1980s Soviet tests.

Sound Analyzer 3.0 — design view
Sound Analyzer 3.0 — design.
Sound Analyzer 3.0 — as seen in the series
As seen in the series.

We designed two core fictional tools: Signal Analyzer 3.0 — capable of interpreting complex audio waveforms and identifying patterns — and the Decryption System, translating encoded sound into structured digital data.

The decoding process included multiple progress bars tracking different compilation stages, animated waveform transformations, data compilation sequences with real-time binary visualization, and clear system states across analyzing, comparing, decrypting, and error handling.

This sophistication served dual purposes: dramatic rhythm and logical clarity. The audience doesn't need to understand encryption theory, but they must perceive process. Progressive feedback communicates effort, transformation, and consequence — it gives temporal structure to discovery.


The Decryption System and On-Set Adaptation

Decryption system — process finalized
Decryption complete — 100%.
Code input interface — Punto Nemo
Code input — OS tech interface.
Actor operating the decryption system on set — Punto Nemo
On set — actor interacting with the decryption interface live during filming.

Actors typically tested interactive systems shortly before shooting. However, before that, on-set dressers and art team members navigated the systems independently as a "fresh look" quality check. When someone unfamiliar with the logic explores the interface, friction points become immediately evident. This testing phase allowed us to refine navigation and correct overlooked details before cameras rolled.

Actors followed predefined interaction paths during key sequences, but we always built in controlled room for improvisation — secondary buttons, optional panels, alternative actions. A fully rigid system feels mechanical. A controlled but flexible one feels authentic.

In some sequences, navigation paths were relatively long. As often happens in editing, those paths get trimmed for pacing. That's part of cinematic language. We design complete logical systems knowing the final cut may show only fragments.


Why Interactive Is the Only Logical Direction

For our studio, interactive systems aren't a novelty — they're a logical evolution. We've long believed actors perform better when surrounded by tangible reality. A working interface is part of that environment. It removes technical distraction and replaces it with responsive behavior.

Interactive screens are not simply visual design. They are performance tools embedded within production design.

On Punto Nemo, scientific interfaces, encrypted waveforms, and archival Soviet systems were not background graphics. They were operational instruments shaping the story. When interactive screen design works properly, nobody talks about it. When it fails, everyone does.

That difference defines the discipline.