
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.