DC’s Fandome Soared To New Heights

Thank you for an amazing DC FanDome event!

Thinkwell was thrilled to be able to participate in the recent DC FanDome virtual event held by Warner Bros. and DC Entertainment on September 12th. Thinkwell thanks all of our partners and friends at Warner Bros and DC Entertainment that asked us to participate and produce this ground-breaking event.

The global fan-focused virtual event celebrated the brands and heroes of DC Entertainment in a two-day panel that was filled with panels, surprise previews, celebrity interviews, exclusive merchandise, and hours of engaging content for fans.  Thinkwell led the panel discussion on DC Comics in Theme Parks and Attractions, with a specific focus on key attraction development at Warner Bros. World Abu Dhabi.

The group revealed stories and secrets relating to the immersive Metropolis and Gotham lands at Warner Bros. World Abu Dhabi and talked about the creative development of the robotic arm dark ride Batman: Knight Flight, the 4D 360-degree Superman 360: Battle for Metropolis, the trackless 3D media-based dark ride Justice League: Warworld Attacks, and the flying theater attraction Green Lantern: Galactic Odyssey.

They also discussed story development for the world-class attractions, creating unique and diverse guest experiences around each of the DC Super Heroes and villains, talked about the original musical scores created for the park’s lands and attractions, and discussed hidden “fan service” within the park.

Additionally, Thinkwell Media produced the panel discussion for Warner Bros. and DC Entertainment.

Make Your Vote Count on National Voter Registration Day

Today is National Voter Registration Day, an effort that began in 2012 to engage more Americans in their civic right to vote. We’ve worked on a number of American history experiences over the years, giving us ample time and opportunity to reflect on our nation’s history as well as the opportunity and possibility that our democracy represents.

When our team worked on early concepts for the Smithsonian National Museum of American History’s Three West galleries, focused on American popular culture, we got to see up close and personal the objects that reveal the story of a constantly evolving nation, struggling with issues of identity and belonging – and civil rights. Whether it was ephemera from American Bandstand versus signs by angry white parents protesting the Black music played on the show, advertising art from Buffalo Bill’s Wild West show contrasted with letters and photos from Indigenous people performing in the show, or iconic objects from athletes who broke race and gender barriers, the complexities of our nation’s past and present were impossible to ignore. As a board member on another project thoughtfully reflected, the story of our nation is one of constant struggle, and sometimes failure, to live up to the glorious promise of the Constitution.

Thinkwell heard loud and clear from our team members, a few election cycles ago, that it was important that we support our employees’ right to vote and make it easy for them to do so. And we are committed to that, even with the additional challenges that COVID and a dispersed workforce bring. We’re sharing registration resources at our all-staff meeting and on our internal chat system, and reminding our team about our paid time off for voting policy. 

While we instituted our voting-time-off policy because it felt like a good thing to do, we’ve come to understand that easing barriers to voting – like sharing information on how to register, voting options, and giving employees the flexibility to vote when and how they choose – is the right thing to do. We want equitable opportunities for everyone to help realize the “glorious promise” of the Constitution – and voting is key to that.

So happy National Voter Registration Day! We encourage you to check your registration status and register online (if allowed in your state) by visiting the National Voting Registration Day Website.

Thinkwell Produces & Participates in Panel for DC FanDome

Soon after most of the world was shut down amid the COVID-19 pandemic, Warner Bros. and DC Entertainment started development on an epic, fan-first, 24-hour virtual experience that would super-serve DC fans around the world called DC FanDome.  To provide the best possible experience, DC FanDome was expanded into two global events — the first on August 22nd, DC FanDome: Hall of Heroes, and a second on-demand experience in DC FanDome: Explore the Multiverse on September 12th, where fans can create and curate their own adventure.

Batman Knight Flight BatmobileDC FanDome: Hall of Heroes transported fans into an epic world designed personally by Jim Lee and featured special programming, panels and exclusive reveals from DC films, TV series, games, comics, and more. On Saturday, September 12, fans will be able to enter DC FanDome: Explore the Multiverse.  Fans can curate their own schedule via a scheduler tool. Unique content from multiple “islands” – DC FunVerse, DC InsiderVerse, DC KidsVerse, DC YouVerse,  and DC WatchVerse – will be available for throughout the 24-hour period.

As part of the InsiderVerse experience, Warner Bros. asked Thinkwell to produce a panel discussion focusing on four signature DC attractions at Warner Bros. World Abu Dhabi (WBWAD).

Craig Hanna, Chief Creative Officer and co-owner of Thinkwell Group, will be moderating the panel, set to debut on Saturday, September 12. The 20+ minute panel will feature WB exec Jess Priore–Vice President, Global Themed Entertainment; Amir Montgomery–WBWAD Ride Manager for Thinkwell; Taylor Goodrich–WBWAD Parkwide Art Director for Thinkwell; Dave Cobb–Principal and WBWAD Parkwide Creative Director for Thinkwell; and Patrick Flaherty–Vice President, Creative Affairs, DC Entertainment. The panel was produced by Thinkwell Media for DC FanDome.

Find out more information on the event’s website, www.dcfandome.com.

The Museum Exhibit Design: Education Should Be Fun

Have you ever thought about a trip to a museum as the equivalent of eating your leisure-time vegetables? It’s good for you, but it’s not always the most palatable option on your plate. It’s vital that museums offer something more than just education.  That they offer fun and excitement and inspiration and connection in order to avoid being relegated to brussels sprouts status. So when we start thinking about museum exhibit design and how to tell a story that appeals as it educates, it can be as simple as beginning where you would with any story: the who, the what, and the where.

NatureQuest Starfish

Let’s start with the last of those: the where. Creating a sense of place isn’t just for theme parks, and museum exhibits don’t have to be displayed within formless or nonspecific gallery spaces. Giving guests a sense of location, an environment to explore, can transform their serving of educational goodness into a journey of discovery, even an adventure. Take, for example, our approach at NatureQuest, the children’s exhibit at Fernbank Museum of Natural History in Atlanta, Georgia. This indoor-for-outdoor space recreates the different environmental zones of Georgia, populated with species-accurate depictions of plants, animals, even the correct sounds of bird calls and other wildlife for that region. In this space, rather than being told about the estuary or swamp or mountain caves, kids and their parents get to become the discoverers, the scientists spotting species in their natural habitats and learning about them from their environments.

Next, let’s think about the who. While the where can immerse guests in a time or location, ultimately people connect with people. It’s the personal stories that provide unique moments of identification and communication between guests and the educational content. In museum exhibit design, this can mean creating opportunities to get inside someone else’s head, building empathy and understanding. At the Richard Nixon Presidential Library, we wanted to give guests a chance to see and hear how Nixon thought — in his own words — while balancing it with outside perspectives and responses. We recreated the Lincoln Sitting Room, Nixon’s favorite room in the White House, and placed a statue of the president at work in his chair, scribbling away on a notepad. Projected words animate onto the wall (real quotes from his own handwritten notes) as guests hear Nixon’s voice, from later interviews, narrating what he thought about a particular issue. The windows of the room were filled with media of news reports, commentary, even protests, giving a glimpse of how the outside world responded to Nixon’s actions. 

Last of all, the what. In the context of museum exhibit design, the “what” that we’re specifically interested in are the artifacts — the real, authentic pieces of history (or geology or whatever field our museum is focused on) that tell a story with their physical presence. First, it’s important that you are choosing an artifact that has significance and a story to tell — you’re not just displaying it for the sake of having something in a case. At the CIA Museum[efn_note]Note: This project is used as an example only. Thinkwell Group did not work on this project[/efn_note] for example, the letter written to his son by a young American officer at the close of WWII might move guests in its own right, aided by the writer’s later role as Director of Central Intelligence. But the fact that the letter is written on a captured piece of Adolph Hitler’s personal stationery makes it unforgettable. Just as vital as what it is, though, is how the artifact is displayed: are you giving it the kind of context that makes it come to life? Can we see, through its environment or displays, how it was used or where it came from? Can guests touch or interact with it? It’s one thing to be able to see a rock that was brought back from the lunar surface, but to be able to touch one — as you can at Space Center Houston, among other locations — gives you a chance to physically connect with history, or even the universe. 

Who, what, and where. When you take it back to the basics of storytelling, it becomes clear that museum exhibit design can be both delicious and nutritious — the best of both worlds.[efn_note]Special Thank You to Kate McConnell for her contributions on this post[/efn_note]

 

A Preview of Theme Parks Tomorrow, Today

How Orlando’s reopening attractions can give us a view into designing guest experiences for the future.

 

As most of us in the attractions industry have discovered, it is very difficult to predict how the effects of COVID-19 will affect attractions in the future. What will guests both expect and feel comfortable with as we navigate the years ahead, and how will attractions respond to the evolving needs of their audience? These are valid questions that will have profound results within many different experiential and guest-focused attractions.

As the Orlando attractions market begins to carefully reopen amid a vast array of both uncertainty and cautious optimism, I had the opportunity to visit some of these attractions to see these responses first-hand. In many ways the experience met or exceeded my expectations of what could be done by operators in terms of safety and assurance. 

What surprised me, however, was just how much I would learn concerning the evolutions of guest interaction, and how a global pandemic might be the catalyst for challenging ideas we have long seen as principles and standards of both attraction design and operation. The experience, as a whole, left me encouraged by the level of guest participation in an evolving environment, while inspiring some ideas as to how we can rise to the challenge of delivering new and engaging experiences built for a post-COVID world.

First, the expected: It is a given, considering the reality of the situation, that many levels of sanitary practices and sanitization would be adopted. At all three major attractions, Disney, Universal, and SeaWorld, both guest-facing elements like hand-sanitizer and hand-washing stations, and backstage elements such as ride vehicle sanitization, were standard and obvious. While all of these were currently temporary additions within the theme park, one can expect that thematically appropriate versions of each of these will soon become a permanent fixture in any key spaces in parks and attractions where contact is unavoidable.

There were some more subtle changes as well. At the Disney parks, for instance, each of the trash cans had their lids secured open with zip ties, a move to protect guests from touching a potentially contaminated surface. I wonder if this will be a temporary change, or if we will eventually see a change to the decades-old and ubiquitous “theme park-style” trash can. 

Where I expected some friction was with social distancing. “Surely, this is going to be the sticking point,” I thought. I was floored to find that not only were guests fully participating in the social distancing six feet of separation or more rules posted, but guests were turning it into a game. I saw countless guests who were entertaining themselves by standing on each distance indicator as if it were a position on an oversized board game. Even where there were not clearly identified markers, guests self-determined the need for distance between groups in both pre-shows and queues. Throughout my experience, I had many conversations with other guests who felt that the social spacing, and NOT the overall level of crowds, was the main contributing factor to what they considered a pleasant experience. It is a fair hypothesis, however it is hard to tell if this would still be true on the busiest of operating days.

A change in cast member distribution was also evident throughout every type of experience. From food & beverage through load stations and queues, cast member positioning was adapted to assist guests with separation and sanitation. Though, as an unintended benefit, the changed positioning actually seemed to help guide guest movement better and felt closer to the regular cadence of helpful personnel one might expect to encounter in a hotel or hospitality setting. It may not have been the most operationally efficient, but the impact on guest experience was exponential.

Another interesting development was the level to which guests were adopting mobile services as their main interface for payment, ticketing, and more. There seemed to be little to no friction with digital park maps, and the recent shift to mobile-only ordering for food & beverage at the Disney and Universal parks did much in the ways of reducing the need for queue lines or large waiting areas in front of locations. In several instances, I saw guests utilizing mobile features in queue lines as a game to pass the time and enhance their experience. Queue lines in general just seemed to function better and were more engaging once guests understood that they wouldn’t stand in one spot for more than a minute or so. At the Disney parks, no attractions were currently offering FastPass+ (Disney’s virtual queue reservation system) and I didn’t hear a single complaint. Not one.

What I saw on my recent visit was just a snapshot in time of an evolving situation. Certainly there are some extraordinary elements that need to be considered. However, what I did  see was an evolving image of guest preferences and behaviors in relation to an adapting theme park environment, and the results were not just promising in terms of participation, but revealing in how we can design spaces within attractions that actually give guests the things that matter to them. Should we rethink the amount of space we give groups for pre-shows and theaters? Break single queues up into multiple pathways that encourage constant flow and movement? Design newly integrated elements for rest, hygiene, and hospitality? All of these are interesting considerations we can take as we design both safe and satisfying experiences for tomorrow’s attractions.

Exploring the Details with Virtual Wonders

The first time I visited the Church of the Holy Sepulchre in Jerusalem, it was a jaw-dropping moment. The solemn placement of the tomb’s edicule within the church’s vast, subterranean rotunda; the warm, inviting glow of the candlelit lanterns; the way you have to stoop to get through the tiny door into the tomb itself; the intuited sublimeness of the original limestone burial bed, laden with the hopes of centuries of believers. It was an incredibly moving experience and one that only ended when I removed the VR headset I was wearing, snapping me back to the Thinkwell studio in Los Angeles. Our partners at Virtual Wonders were giving us a tour of some of their magnificent datasets, environments scanned to the most infinitesimal degree using the latest technology and their own in-house proprietary wizardry (ok, they’re workflows, but still, it feels magical). 

 

Several Thinkwellians chatted with Joe Zenas, Thinkwell’s CEO, and Mark Bauman, the CEO of Virtual Wonders and friend of Thinkwell’s since his days as Chairman of the Cross-platform Committee at National Geographic, to get to know more about the company, our partnership with them, and how we could each leverage their expertise in our work. As it says in their mission statement, Virtual Wonders is a multi-platform media company that seeks to democratize exploration by syndicating immersive cross-platform experiences from the most iconic cultural sites and wildlife landscapes on the planet, creating a high-end boutique library of “must have” 3D spatial data for VR, AR, mobile platforms, console games, film, 3D printing, education and science. But what sets Virtual Wonders apart from the rest of that multimedia pack is a one-two punch of extraordinary access and their proprietary hardware and systems.

When it comes to their success, Mark’s stance is clear: their greatest asset is their people. Because of their seasoned professionals, industry veterans, technologists, inventors, and award-winning adventurers, and their combined years of successful expeditions completed with demonstrated concern for the world’s most fragile and sacred sites, they are entrusted by government, cultural, and religious leaders with extraordinary access to places that most people would otherwise never have seen. No other company in the world can go where Virtual Wonders can. 

Then there’s Virtual Wonders’ cutting edge proprietary technology and software, which means they can capture rare sites down to the tiniest details – say the individual hairs trapped in the grout of an ancient temple or the minute brushstrokes embedded in the paint of a wall fresco. In technical speak, they are capturing fully photorealistic point clouds in .25 millimeter detail exceeding 30 billion points or 60 billion triangles (For reference, typical visual effects point clouds range from 1 to 4 billion points); this translates into ultra-realistic digital worlds with nearly limitless possibilities.

Their LIDAR scanning techniques and equipment are built to operate in the earth’s most challenging environments – from the depths of the sea to the ceiling of the world. It’s no wonder they’re the first one to receive a call to join an expedition to scan the crumbling wreck of the RMS Titanic or the legendary slopes of Mt. Everest. But what good is that literal mountain of data if you don’t have a use for it? Marrying that precious, important data with all the ways Thinkwell can bring places, spaces, and ideas to life opens up whole new realms of possibility, creating new avenues for Thinkwell’s mantra of connecting people to brands in physical space.

Delivery of virtual film and television sets through Thinkwell Media; curation of a library of data for ultra-high resolution next-gen video game environments; development of touchless, crowd-driven, AI-interpreted walk-through environments for cultural events, Thinkwell’s museum practice, or our design of thoughtful, care spaces for Thinkwell Health; concepting virtual, shared experiences – all supported with the most authentic data foundation available. As Mark said, there’s nobody better than Thinkwell to imagine what is possible … and if we can create real opportunities for others while we’re dreaming? Even better!

Part of Virtual Wonders mission is to increase underrepresented groups in the fields of engineering, science, and media in the production and public presentation of cutting-edge immersive experiences; whenever possible, a portion of their revenue is dedicated to the training and empowerment of rights holders, stakeholders, and protectors of the sites that have been scanned, further cementing the preservation efforts with local talent. If there is one thing we’ve learned from our legacy of work, it’s that our clients and guests are seeking both authenticity and meaningful impact in the content they consume; this is content that genuinely matters as it has a direct, positive impact on people’s lives.

And if there’s something we need right now in the midst of lockdowns and travel restrictions and contagion, it’s to feel like what we are doing matters even when we’re at home, perhaps while we’re enjoying the ruins of Petra or the halls of Chichen Itza in stunning, authentic detail. 

So let’s explore the world – together – thanks to our partners at Virtual Wonders and their work in preserving our most critical and sacred sites. Imagine what we’ll discover next.

The “999” Projects

During the 2008 economic crisis, Thinkwell went through a difficult time where the company had staff that had been working on a major project codenamed “777”.  As we awaited word on that project’s fate, we reassigned people to work on a variety of internal efforts, ideas, products, and projects–known as the “888” projects. Some of those turned into real work, including a development deal with a major Hollywood studio for the creation of an animated TV series. Still, others have traction today.

During this pandemic Thinkwell once again assigned Thinkwellians of all sorts to focus on internal projects–this time dubbed the “999” projects. The results of those efforts have been stunning. Though we can’t disclose all our trade secrets and proprietary ideas, here’s a teaser of some of the amazing things developed by Thinkwell during the lockdown:

Project Motorcade: This secret project has already been sold to a major Hollywood content creator and involves in-car location-based entertainment and immersion in a whole new genre of guest experience.

Project DRIVIN: Upscale, vertically-oriented drive-in movie theater for a new generation of more sophisticated moviegoers for real estate-challenged markets and parking structure retrofits.

 

Project SoGame: Taking social gaming to a new level, this clublike lifestyle complex is the place to spend an evening–or a weekend.

Project Game Over: In collaboration with Thinkwell Studios Montreal, Game Over is an initiative to develop a game overlay for theme parks, museums, and other location-based entertainment venues that combines an app, physical interactives, and effects, and point-based/play-based rewards both virtual and real.

 

Project BEDOUIN: Based on an original 888 project, this concept combines aspects of a cultural attraction with live entertainment, living museum, food & beverage, and shopping into a new kind of tourism experience for the Middle East.

At Thinkwell we are excited about all these initiatives and we are thrilled to see some are already gaining commercial traction in the marketplace. Look for more news on these and other “999” projects soon.

Connecting Pixels and Theme Parks Part 2: Theme Park Design and The Witness (2016)

The first part of this series looked at the connection between video game design and dark ride attraction design through the lens of one particular game that offered an innovative perspective to both media. This week’s essay will look at a second innovative game, this time compared to the design of an entire themed environment.

That game is The Witness, released in 2016 by Thekla, Inc. The Witness is designed as a (very) philosophical successor of Myst, in which players must solve a series of puzzles scattered throughout an abandoned island to investigate the mysteries of the island. The answers turn out to be more existential than literal.

Just like when designing for a theme park, Thekla, Inc. employed both structural architects and landscape architects to ensure the buildings and environments across the island felt credible as physical spaces, even if the impressionistic art style and unusual purpose of the island contribute to an overall dreamlike experience. The game begins as the player wakes in a long corridor. At the end is a door locked by a simple puzzle. Absent any direction or instructions, players solve a series of such puzzles, each adding a slightly new layer of complexity, until they emerge outside on the island, staring up at a gigantic basalt column mountain crowned by a geometric sculpture in the far distance. In just these few minutes, players understand how the game functions and what their ultimate objective is. They now have the tools they’ll need to eventually solve puzzles of brain-melting complexity… all without a single word. 

I quickly came to regard The Witness as a masterwork of experience design, even though it takes place entirely within digital space. That introduction to the game, for example, uses many of the same techniques you may find at Disneyland, from the dark compression point of the arrival tunnel to the reveal of the large icon in the distance that urges you to continue moving forward.

In fact, the entire island is not too dissimilar from a theme park. The layout of the open world is labyrinthine, yet I was able to navigate it intuitively thanks to the careful way every pathway choice is designed with clear visual cues, rendering wayfinding signage unnecessary. The island is surprisingly small compared to other open world games, yet it contains a huge diversity of distinct environments that make it feel much larger than it really is. So it is too with theme park design, which uses zoning to create a distinctive sense of place and discovery within the most economical footprint possible. The island doesn’t have separately themed lands, but the different biomes seem to capture an entire world across all four seasons within a compact space. Looking at a bird’s eye view of The Witness’s island, the approach can look patchwork and obviously unnatural, much like a theme park in satellite view. But from ground level each area uses color and form to feel cohesive, like walking into an impressionist painting. Sightlines are carefully controlled to ensure each environment feels singularly immersive without any conspicuous barriers between zones.

Attention to detail is paramount to The Witness. While the beginning puzzles seem to be isolated experiences, players will soon realize that the solutions extend out into the environment around them, hiding in plain sight and requiring players to become careful observers of detail. Most theme park fans will agree that what sets a world-class theme park apart is its attention to detail, and it’s here that The Witness becomes an essential learning tool for how to craft meaningful experiential details that tease at the history of a place or its hidden meaning in some truly inventive ways. A window creates a framing device to see a familiar landscape in a new way. Shadows or the reflection of the sun reveal hidden secrets. A broken tree branch suggests a mini-mystery that can only be solved by exploring the nearby environment. A pile of boulders reveals a hidden form if you just tilt your head. Few details are absolutely necessary to understanding the story’s narrative, but they do help color the softer elements of the story, such as mood and themes.

The details reward the player’s engagement with the story, even if that story is so abstract that nearly everything is subject to interpretation. This is the same way that the best themed environments tell their stories: through details that reward observation and allow visitors to imagine their own experiential stories depending on how deeply they want to explore their environment. I can’t count the number of times I saw a cool visual detail in The Witness and made note of how something similar could be done for a theme park.

There are, of course, a few elements of The Witness that absolutely could not be translated to a theme park experience. Foremost among these is the game’s omnipresent theme of loneliness. The island is completely devoid of all human and even animal life, an uncommented-upon fact that begins to weigh heavy over time, and it forces the player to reckon with existential questions regarding their own perspective on this island. Ultimately, this sense of loneliness is perhaps itself a clue to unraveling the full story; there’s a reason the game is called “The Witness.”

Obviously in a theme park you could never be completely alone, which makes this dimension of The Witness’s story uniquely specific to its gameplay medium. Yet as a theme park designer, recognizing this fact invites a challenge: while there are certain stories that I can’t easily tell using my medium, are there other stories of an equivalent depth and complexity that could only be told within my medium?

While it’s important for aspiring theme park designers to be fastidious students of the history and trends of theme park design, it’s just as important to look sideways into other artistic media, be it video games, theater, literature, cinema, installation art, or music. Theme parks utilize aspects of all of these forms, and creative inspiration is more likely to arrive laterally from places less expected. Be a student of all artforms, especially those that offer their own original take on their medium, such as these two games provide, and you might just be surprised at what you discover.

 

Crafting Stories within Virtual Realities

The introduction of 3D media in the 1950s and motion platforms in the 1980s were transformative technologies that changed the approach to themed attraction design. Within the past five years, the emergence of virtual reality (VR) has suggested that a similarly radical transformation is about to take place, especially once the technology takes the next jump forward with the emergence of augmented reality (AR).

The unique advantage of VR and AR for immersive storytelling is their flexibility as a platform. It’s best not to think of these technologies as a separate category of attraction design by itself, but rather as tools that can be mixed and matched with other technologies to create entirely new types of guest experiences, be it VR/AR roller coasters, motion simulators, or walkthrough experiences.

Thinkwell led the design of Lionsgate Entertainment World in close partnership with film studio Lionsgate, developer Lai Sun of Hong Kong, and park operator Village Roadshow, which opened one year ago in Zhuhai, China, and recently reopened to guests under revised health and safety guidelines. While full AR integration is still a few years away, the park’s development period overlapped perfectly with the initial rise of virtual reality as a new tool for attraction design, allowing it to become the first theme park designed with VR integration in mind from the very first blue sky idea sessions. The park opened with three separate innovative VR attractions: the interactive motion platform-based Twilight Saga: Midnight Ride; the immersive walk-through experience Divergent: Fear Simulator; and the first purpose-built VR roller coaster in the world, Gods of Egypt: Battle For Eternity. Each provided a fresh opportunity to push VR technology in ground-breaking directions for attraction design, and upon the recent reopening, guests are as excited as ever to experience the VR offerings at the park.

Lionsgate World Midnight Ride

One of the challenges with VR is cost relative to capacity. Large theme parks require large audience capacity (1,000+ per hour) in order to move the throngs of visitors through attractions and ride, a fact that makes most current VR systems an impractical solution. Meanwhile, smaller FECs (Family Entertainment Centers) can’t shoulder the development costs to create custom VR experiences, and often need to go with off-the-shelf solutions instead. 

Lionsgate Entertainment World fit neatly between these two extremes—larger and more immersive than an FEC, but with a smaller footprint than a traditional theme park—providing Thinkwell the opportunity to dream up big ideas for a more focused audience. The fact that the target audience would also be weighted toward technologically-connected young adults and families meant that this was the perfect opportunity to deliver some of the Lionsgate brand’s edgier story themes within an immersive virtual realm.

Combining virtual reality with simulator technology and game software is the highly popular Twilight Saga: Midnight Ride. Developed in close collaboration with the attraction engineers at  CAVU Designwerks and Dreamcraft Attractions and the computer animation specialists at Framestore, Midnight Ride gives guests agency with the ability to choose their own path as they’re sent on an interactive motorcycle adventure alongside fan-favorite Twilight character Jacob Black and the rest of the wolfpack, including the ability to see other riders in VR along the way.

Guests climb aboard individual motorbikes, each with its own multi-axis motion platform hidden below. Once settled on their bikes, the VR headsets drop from the ceiling and click into a lightweight wearable frame. The transition from the physical attraction environment to the virtual world is designed to be seamless; guests can see and even gesture to their friends (in simulated racing gear) on neighboring bikes. This awareness of other riders is important to the story, because each individual controls their speed and direction so later on when they’re racing through the moonlit woods, guests will see their friends split off from the trail, speed ahead or fall behind, or even get attacked by the vampire Newborns, heightening the sense of peril and adventure.

While Midnight Ride sets the precedent for an all-new attraction category, Divergent: Fear Simulator evolves the current landscape of walk-through VR experiences. Combining forces with Framestore and the VR specialists at Noitom, Thinkwell and the attraction team set out to reimagine the possibilities of “walk-through VR” as not just focused on shooting or puzzle game mechanics, but crafting an emotionally gripping experience that greatly expands VR’s physical and technical boundaries.

Inspired by the dream-like fear testing seen in the blockbuster Divergent films, guests are paired up, two at a time, and “neurally linked” to a simulation that challenges their fear of heights, darkness, and shifting realities. In order to reach a larger audience, Thinkwell designed a linear, multi-room experience, allowing operators to pulse guests through in multiple groups. While VR technology created the illusion of a much larger environment than the actual physical one, the design team went to great lengths to ensure that the physical and digital design were a perfect match. Pairing the digital world with a tactile environment creates an undeniably realistic experience wherein guests step across rickety, plywood boards between towering skyscrapers, navigate an abandoned bunker with surreal surprises, and work together to escape a mind-twisting nightmare, conquering one fear after another in Fear Simulator VR.

Finally, Gods of Egypt: Battle for Eternity opened as the world’s first fully bespoke VR roller coaster, with a layout custom-designed to exclusively support a VR experience. Constructing a thrilling and immersively themed roller coaster indoors is a challenge due to the added complexity of floor loads, columns, and other structural restrictions. Working with Mack Rides, Thinkwell quickly determined a powered coaster would provide the control and flexibility the team wanted, and combining it with custom VR headsets and integrated audio headphones opened an entirely new world of possibilities for the tight indoor space.

The powered coaster design also allowed for two discrete laps through the entire coaster circuit, one at slower speeds and then one at full speed – which the guest never realizes, since they’re immersed in the VR world as part of a battle between Egyptian gods. In this case, using virtual reality allowed for a roller coaster experience that is “twice as big, and twice the length” on half the footprint – a big coaster experience to match the enourous size and scope of the Gods of Egypt IP world, but on a much smaller footprint.

In each case, it was the storytelling that drove the attraction design, including the decision of when and how to use VR. While the technology is still evolving, and the introduction of AR in the near future promises even greater opportunities for attraction design, the varied uses of VR at Lionsgate Entertainment World indicates a multitude of possibilities for this tool when it finds the right application.