What the developers of Martin M-Series had to say.
What do you think has contributed to the success of the M-Series hardware and software platform worldwide?
Paul: I think we have achieved quite a nice product range with a console tailored for specific applications. The M1 is a good example of a console that redefines what a so-called ’small console’ should be, i.e. lots of faders and plenty of power. M2GO is a first of its kind; a small, portable, intelligent lighting console the size of wing but with a fully integrated processor. It had never been done before. The latest and greatest M6 once again redefines how a lighting console should be designed in today’s world. It’s modular, robust and extremely powerful with more direct access to parameters and playbacks than any other console in its category; all this at a very competitive price.
Matthias: The platform is very accessible to entry level users with the M-PC Free Edition and the interface and processing scales wonderfully from a small tablet to a large full-size console like the M6. We have thousands of M-PC downloads every month and are excited that our user-base is growing rapidly all the time. Customers tell us that they can get a show done with our consoles faster than any other desk. You are patched and able to programme cues in minutes after you fire up the system. Our workflow seems to be simpler; less menus and sub-menus to worry about. It’s sorted all right there on the desk without having to dig around much.
Is there anything that you feel separates the M-Series from competing brands? What, to you, makes it special?
Paul: Simplicity is definitely our motto. We spend a whole lot of time refining each new feature and reworking current ones so the user has access to the full potential of the software without the need for complex commands. Take our networking system. It is the easiest system in the industry. Connect the consoles together and go; it works immediately. There’s no need for complex IP addresses and subnet settings. Our software has grown up so much in the past few years. It is very stable with a lot of additional features still to be shown over the coming months and years.
Matthias: A big separation for us is that all DMX processing is done in the console, not in costly external processing nodes. It simplifies the system architecture greatly and saves the customers a lot of money. If you run 30 or more universes on an M6, it’s all done right in the desk; or even better, on a laptop. That’s a big difference to our main competitors and in price comparisons of larger systems we are sometimes a third of the price of a comparable system. It all adds up for better value to the customer and is part of our philosophy to keep things simple.
The M-Series has won awards. What do you think were the key contributing factors to this?
Paul: When I heard we were nominated for the M6 I asked this question too. Then I took a look at our competitors that were also nominated and realised we were offering something fresh, innovative and very different but yet familiar with the M6. I believe that is what secured us this award.
Matthias: I think our modular design on the M6 and the attention to detail was a factor. For example, we wanted to make the best touch screens on any lighting desk in the market so they work well in the sun or in a bright arena, and we succeeded in that.
What does Martin hope to ultimately achieve with the M-Series?
Paul: A complete integrated system where light, video, 3D space and even sound are fully in harmony with each other. A system where the user will spend more time being creative, and less time being a computer scientist. As Matthias likes to say: “Programme your show, not your console.’
Matthias: I find most consoles, including ours, still way too technical. We are supposed to facilitate a creative process and the consoles are often in the way and too much button pushing is involved. Translating the picture in your head onto the stage is often too difficult, which involves many protocols and systems that do not speak to each other. I hope that over time we are able to innovate on user interfaces and workflow to really provide designers a collection of creative tools that he enjoys and ultimately makes for a better show.
