Lab showroom build. Any people, places, numbers, or business states shown here are illustrative unless this page says otherwise. This is not a client result or a promise.

Little Fight NYC  ·  The Lab showroom  ·  Build 09

30 seconds · turn the sound on

Nothing here was filmed

The camera moves through the modeled bar and settles at the pool table. Quiet room tone plays until the cue strike at 19 seconds. The rack breaks, balls collide with one another and the rails, two balls drop into pockets, and the final clicks fade back to room tone.

We built a bar
that doesn’t exist.Then broke a rack in it.

Audio description and film transcript

Open the audio-described film (MP4, 23 MB). The original collision audio remains underneath concise spoken descriptions of every shot.

  1. 0:00–0:05 — Inside the dark bar, the camera looks through a diamond-latticed window at wet Lower East Side storefronts and a backwards neon OPEN sign. Quiet room tone plays.
  2. 0:05–0:10 — The camera glides along rows of bottles, an old register, and fluorescent sections that stop on either side of it.
  3. 0:10–0:14 — A low view passes a foamy pint, condensation on the glass, and a rocks cocktail resting on its coaster.
  4. 0:14–0:19 — The view crosses the room and lowers past the three-shade fixture toward green cloth, a cue ball, and fifteen tightly racked balls.
  5. 0:19–0:23 — The cue strikes. Balls scatter with rapid clacks; the 7 ball and then the 4 ball fall into the southeast corner pocket.
  6. 0:23–0:27 — The camera follows the 13 ball, the last one moving, until its final rail contacts fade and it stops.
  7. 0:27–0:30 — The camera rises and pulls back over the settled table, booths, bar, overhead fixture, and lit storefront. Quiet room tone remains.

What you’re looking at

Every object in this room was made from scratch. The bar, the booths, the register, the 213 bottles behind it. No cameras, no photos, no stock.

The balls are not keyframed. A physics simulation worked out where they go, and every sound sits on a simulated collision. This is a showroom build, not a client space, client result, or real-world promise.

2,229

Objects in the frozen environment

90

Authored materials

15/15

Physics contracts passing

216/216

Playback parity checks

0.069°

Worst orientation error, any frame

90

Breaks simulated to choose one


The room

It had to look like
somebody drinks here.

Rooms read as real through small things. Every light has a fixture you can point at. Nothing floats. It’s worn, not dirty. We checked all 1,127 objects for whether something actually holds them up.

Long room view from the bar rail toward the lit pool table and stickered bathroom door
01One fixture over the table, and real air between it and the far wall.
Rain-lit Lower East Side storefronts seen through a diamond-latticed bar window and an open neon sign
02The sign reads backwards because you’re inside it.
First step inside the bar, looking past mismatched stools and booths toward the pool table
03Mismatched stools. Nobody buys them all at once.
Front room with small tables, mismatched chairs, the bar, and a glowing street window
04An aisle narrow enough to make you turn sideways.
Pool-table corner framing a stocked back bar, old register, fruit bowl, and neon street window
05The shelves split around the register, because a machine that size wouldn’t fit otherwise.
Wiped, worn bar top with fruit, old metal register, bottle shelves, and a coaster-set drink
06Wiped for this shift. The age is worn finish, not grime.
Pint and rocks glasses with beer, lime, straw, coasters, and the footprint of patrons at the bar
07Somebody’s tab, mid-drink.
Small run of adjacent aged-vinyl booths with worn wood tables and drinks set on coasters
08Two booths, bolted to the wall.
Close view of cracked booth vinyl, decades-worn tabletop finish, beer, cocktail, and coasters
09Cracked vinyl at arm height, where arms go.
Faded posters and paper remnants wheat-pasted across an old patched bar wall
10Twenty years of paste. Four corners have lifted enough to cast their own shadow.
Sticker-covered bathroom door set into patched plaster and dark painted wainscoting
11Somebody put a daylight bulb in the cage, so the hall runs cold.
Low three-shade classic billiard fixture suspended over the table beneath the old ceiling
12One tube in the room runs at 70%. Tired, not dead.

The break

Not animated.
Solved.

Tell the physics where the cue ball sits, how hard it’s hit and where the tip lands, and it works out the rest: 248 collisions over 7.8 seconds. We didn’t place a single one.

Then we checked it. 216 tests confirm what you see matches the physics on every frame, to within a fifteenth of a degree.

We simulated 90 different breaks and threw out 26 — scratches, weak racks, balls left blocking a pocket. This is the best of the 64 that were legal.

Three-quarter view of the rebuilt nine-foot table, six pockets, rails, worn worsted cloth, and rack
13Nine foot. The nap is worn where people lean.
Close view of the fifteen-ball rack on worn tournament-green cloth before the break
14Fifteen balls, 57.15 mm each, racked tight.
Cue-ball-height view down the table toward the racked balls and diamond storefront window
15Cue-ball height, the way you’d actually sight it.

11.6m/s

Cue ball at impact

248

Solver events in one break

31

Rail contacts before it settles

2

Balls down — the 4 and the 7

7.81s

Until nothing is moving

240Hz

Trajectory sample rate


The sound

Every sound sits
on a real hit.

Nothing was timed by ear. Each clack is placed on the collision that caused it, and how hard it lands comes from how fast the balls were actually moving.

In the first fiftieth of a second, 99 balls hit each other. That pile-up is the sound of a break.


What this means for you

If it doesn’t exist yet,
we can still show it.

A space you have not built. A product you have not manufactured. A machine that would be dangerous to film. We can make an illustrative study to test how an idea may look or move. It is not a construction, product, or performance guarantee.

  1. Spaces before they’re built

    Explore an illustrative room, bar, storefront, or stage before deciding how to present the idea.

  2. Products before they’re made

    Illustrative materials under staged light, from many angles, without calling it a product photo.

  3. Things that actually behave

    Motion driven by a simulation, not hand-timed animation. It is still a display study, not a real-world guarantee.

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