Locations a production can actually hold — access, permits, and control worked out before the recce.
Film and music-video productions live or die on access, permits, and control. Scout the realities before the recce.
The production problem
What a film crew has to know first
Interior permission, city film permits for street presence, and insurance requirements — surfaced per location, with what to confirm in writing.
Load-in routes, docks and freight elevators, power and amperage, floor load — the physical facts that decide whether a space works for a full crew.
Blackout potential, natural-light windows, and rigging headroom, so the gaffer’s plan survives contact with the building.
Relevant Scout Reports
See the intelligence worked through.
Worked examples with the permits, power, and lighting-control realities already mapped.
In the product
Where this happens in ScoutHalo.
Scout
Brief in the constraints — blackout, rigging headroom, load-in — and Scout weighs real locations against them.
Explore ScoutProjects
Hold the candidates, compare them side by side, and keep the approve/hold/reject trail the production can defend.
Explore ProjectsScout Reports
Permits, access, power, and light windows per location — read at the desk, confirmed on the recce.
Explore Scout ReportsReady to scout?
An example brief for this kind of work: “Industrial warehouse with high ceilings, raw texture, and blackout control”

