Mycogenesis

Mycogenesis is an amusement park ride simulation designed and developed using Unreal Engine. This project showcases an advanced integration of technology and sensory elements to create a deeply immersive experience. Key features include:

  • Dynamic Ride Simulation: Utilized Unreal Engine to craft detailed visual environments and used MAX ride machine platform to move in sync with camera rotations, simulating the physical sensations of an amusement park ride.

  • Scent Integration: Enhanced the sensory experience by incorporating a scent machine that emits fragrances corresponding to different ride phases—Peach and Mint in the initial stages and Moss and Mushroom as guests are transported to a mystic underground world.

  • Immersive Visuals and Audio: Connected the ride's visual output to a three-screen projection to expand the field of view with 3D effect, complemented by a state-of-the-art sound system that enriches the auditory experience.

Mycogenesis

Step into Mycogenesis, a thrilling dark ride at the heart of Natura, where everything you know is turned upside down.

Brace yourself as a common lab tour turns into a chaotic, heart-pounding escape.

Prepare to be thrown in into a dark mirror world, where reality blurs and secrets await.

Navigate through a landscape of luminescent plants, smoke, and cryptic holograms.

Face the mysterious creature that lurks within, and venture into a mirror maze where reality and illusions intertwine.

Will you uncover the truth behind the mirrors?

Join us at Mycogenesis, where each reflection unveils a hidden secret,

and the final reveal will leave you questioning what is real.

Project Role

Character Design and Animation: I spearheaded the creation and animation of characters using DALLE, Tirpo AI, and Maximo, ensuring that their movements were perfectly aligned with the ride's narrative scenes.

Narrative and Environmental Design: I crafted the storyline, with a special focus on the dialogues and visual effects for the underground mirror world. Additionally, I designed the spatial layouts of the lab and underground world in Unreal Engine, optimizing the storytelling and visual impact.

Ride Mechanics and Story Pacing: I engineered the movements of the ride machinery to sync with the narrative's progression and emotional beats, enhancing the overall thrill and engagement of the experience.

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