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Real-time graphics practice of Lucin Creative Group

Real time. No second takes.

We design and implement real-time graphics for news, sports, broadcast, film and television — from the first style frame to the operator sitting in your control room on opening night.

Founded within Lucin Creative Group
Led by Nicholas Lucin
Experience 20+ years on air

Services include augmented reality, virtual studios, election graphics, data-driven scorebugs, touchscreen systems, studio LED content, template design, show opens and titles, on-set playback, operator training and on-air support.

Sectors

Five rooms.
One standard.

Every sector has its own tolerance for risk and its own definition of late. We build to whichever one you live in.

News

Election nights, breaking coverage, and a daily rundown that changes at 4:58. Graphics bound to live data, so the story updates without anyone rebuilding a page.

  • AR sets
  • Touchscreens
  • Results pipelines
  • Lower thirds
  • OTS

Sports

Scorebugs and stat panels that clear the action and still read from the back row. AR tied to tracked cameras, venue LED tied to the same clock.

  • Scoring & stats
  • Tracked AR
  • Venue LED
  • Tunnel graphics

Broadcast

A design language for a whole channel — then the template system, naming, and documentation that let it survive contact with a live control room.

  • Brand packages
  • Template systems
  • Style guides
  • Operator docs

Film

Screen graphics and fictional interfaces built to shoot in camera. Playback runs on set at speed, so the frame is finished before it reaches post.

  • Screen graphics
  • On-set playback
  • UI design
  • Previs

Television

Title sequences, show packages, and studio LED content designed to be re-cut every week by the people who own the show.

  • Show opens
  • Packages
  • LED content
  • Virtual sets

Selected work

Built to run
unattended.

A cross-section of the systems we build. Case studies and reels available on request — some of this work sits under embargo until it airs.

Image slot · 16:9

News

Election night AR package

Client
[Client]
Role
Design + build
Year
[Year]
Image slot · 16:9

Sports

League-wide scorebug system

Client
[Client]
Role
Design + data integration
Year
[Year]
Image slot · 16:9

Broadcast

Virtual studio + template suite

Client
[Client]
Role
Creative direction
Year
[Year]
Image slot · 16:9

Film

On-set playback & screen graphics

Client
[Client]
Role
Design + on-set supervision
Year
[Year]
Image slot · 16:9

Television

Show open + weekly package

Client
[Client]
Role
Design + build
Year
[Year]
Image slot · 16:9

Broadcast

Touchscreen demo wall

Client
[Client]
Role
UX + real-time build
Year
[Year]

How we work

The rundown.

Six items, in order, every time. You always know which one we are on and what has to be true before we move to the next.

Our six-phase process, from brief to on-air support.
Item Slug What happens Out
01 Brief Discovery with the people who will actually run it. Technical audit of your engines, feeds and control surfaces. An honest scope, including what we would cut. Scope + estimate
02 Look Style frames and motion tests in the real aspect ratio, at the real size, inside the real safe area. Approvals happen against what will air, not a pretty rectangle. Style frames + motion tests
03 Build Scenes, templates and logic built in engine, version-controlled and named so a stranger can find the right one at speed. Template package
04 Data Feeds, scoring, results and control surfaces wired up, then deliberately stress-tested with bad data, late data and no data. Integrated system
05 Install Commissioning on site, dry runs against a real rundown, operator training, and documentation your team can actually use at 2am. Signed-off install
06 Air We stay on it through the first shows, fix what only live reveals, then hand over cleanly. No dependency by design. On-air + handover

Stack

We work in
your engine.

Tooling is a means, not a religion. We build in what your facility already runs — and if the pipeline between two of these does not exist yet, we write it.

  • Unreal Engine
  • Vizrt
  • Chyron
  • Ross XPression
  • Unity
  • Notch
  • disguise
  • Zero Density
  • Singular.live
  • Cinema 4D
  • Houdini
  • After Effects
  • Blender
  • Touch​Designer
  • Custom data services

Studio

Run by someone
who has been
in the chair.

MRTVGFX is the real-time graphics agency inside Lucin Creative Group — small, senior, and built to be in the room rather than on a status call.

Portrait slot · 4:5

Nicholas Lucin is an Emmy Award–winning creative executive with more than twenty years in the industry, and he leads every MRTVGFX engagement directly.

That means the person who sets the creative direction is the same person who understands what your engine can render, what your operators can reasonably drive, and what will quietly break the first time the show runs long. Design and implementation are treated as one job here, because on live television they are.

Principal & creative director
Nicholas Lucin
Recognition
Emmy Award winner
Industry experience
20+ years
Practice
Real-time graphics
Sectors
News · Sports · Broadcast · Film · TV
Parent group
Lucin Creative Group

Contact

Tell us what
goes to air,
and when.

Air date first. Everything else — scope, engine, budget, how finished the creative is — we can work out from there.

Emailhello@mrtvgfx.com GroupLucin Creative Group
ResponseWithin one business day

Under NDA already? Say so in the brief and we will send ours back the same day.