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Dark Ride Visualisation

 

Graduation project done at the company Jora Vision. Developed a dark ride from concept to storyboard to final visuals. The goal was to show cumstomers a potential look of the dark ride.

This dark ride is currently in development by Jora Vision, so I can not share too many details. Contact me for more details.

 

Main software used:

Goals and challenges

Within 16 weeks I had to Design the experience, and Produce it in a real time 3D environment.The goal of this project was to create a visualisation to demonstrate the capabilities of the small room-to-room dark ride concept from Jora Vision. The purpose of the concept is to provide a dark ride experience with a very small footprint. The purpose of this visualisation is to show that the ride can feel larger than it is, within the limited space available. To accomplish this, the ride will make use of various illusion techniques. In this project two different manners of projection based illusions are utilised, as well as a forced perspective.

I spent 6 weeks on the design, and 10 weeks on the production.

Design 6 weeks

- Layout;  which needs to account for the carts and rooms

- Theme;  which had to appeal to a broad audience

- Storyline;  what does the visitor experience, what is the story of this mine

- Storyboard to visualize what would be experienced, and what I would need to create

- Moodboards to visualize the moods of each room, and determine the art direction

- Technical aspects;  since it had to be possible to build in real life, such as:

     Size vs Capacity

     Cart movement and cart effects

     Projections

     Hiding and revealing passageways

- Planning;  to plan the production process of all assets and environments for the coming 10 weeks

Production 10 weeks

- Blocking;  for the initial positions of the assets and environment

- Gathering  reference; for correct look and proportions

- Modelling;  done in Maya for exact mearusements, and created high detail models in Zbrush

- Baking and Texturing;  high-poly to low-poly texture baking, and texturing in a PBR workflow using Substance Designer and Painter

- Lighting;  of the created environments

- Unreal Blueprints;  for faster placement of assets, for example a Spline-based Railway Blueprint

Progress Compilation Video

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