Echoes of Natura
Echoes of Natura is an immersive virtual ride experience crafted using Unreal Engine, designed to push the boundaries of story-based themed entertainment. Set in the vibrant, futuristic world of Natura, the ride integrates interactive elements like a motion platform that synchronizes movements in the virtual world with physical sensations, creating a deeply engaging and lifelike adventure.
As part of the development team, my role involved collaborating with teammates to conceive an original storyline that seamlessly fit within the rich narrative of Natura. Together, we brought this vision to life by designing and implementing a fully operational ride simulation, delivering a captivating and immersive experience that combines cutting-edge technology with compelling storytelling.
Team: Adi Somaiah, Arkara Boonthong, Bridget Daugherty
Industry: Immersive Theme Parks & Entertainment
Responsibilities: Unreal Engine Development (Character Animations, VFX, Environment Design) / Interactive Systems Integration (OSC + Max MSP) / Projection Wall Setup & Configuration / Narrative Creation
The Prompt: Natura the Techtopia
Natura is a futuristic theme park where humans and robots coexist in harmony with nature. Surrounded by forests, lakes, and mountains, it celebrates innovation, sustainability, and collaboration. Story-driven attractions explore themes like robotics, bioengineering, and AI, highlighting the balance between technology and nature. Vibrant characters guide visitors through immersive narratives of Natura’s past, present, and future.
Dr. Biohm: A bio-engineer named Dr. Biohm. The park's ambassador, she makes appearances at events in her lab which is the central hub of the park and embodies the combination of science and the living world showcasing the benefits of biotechnology for creating sustainable ecosystems. She is a little bit absent minded, but enthusiastic and often goofy.
Syn: Syn is a cyborg navigator who helps guests orient themselves in the park, locating and finding rides and attractions. They have an encyclopedic knowledge of the history of the park, and often work alongside Dr Biohm. They have no sense of humor, and are often the butt of jokes from other park members.
Myco: Myco is a sentient fungus who has evolved to live in the park's environment. It has unique abilities for breaking down organic material and regenerating itself. It’s often responsible for causing “malfunctions” throughout the park, causing a sense of adventure and danger to audiences.
Initial Ride Concept Presentation
This presentation delves into how the ride’s story integrates with the overarching narrative of Natura, connecting to the park’s larger themes and world-building. It showcases the role of existing characters while introducing Gaiatech, a new and compelling antagonist whose actions challenge the harmony between technology and nature. This addition deepens the storyline, adding conflict and intrigue to the immersive experience.
Creating the Physical Spatial Experience
At the NYU Tandon @ the Yard Production Facility, we crafted a physical spatial setup to fully immerse audience members in our experience. This included configuring a motion platform synchronized with virtual elements, designing an immersive projection environment, and carefully arranging the space to enhance interactivity and engagement. By blending physical and digital elements, we created a seamless and captivating experience that brought our virtual world to life.
Projector Wall: The projector wall utilized three Epson LS500 projectors connected to a render node powered by an NVIDIA A6000 GPU, enabling NVIDIA Mosaic for ultra-wide-screen configurations. Rear-projection screens were employed to eliminate front shadows, ensuring an unobstructed and seamless visual experience that enhanced audience immersion.
Motion Base: The motion base features a chair mapped to the XYZ positional data of the virtual camera in Unreal Engine. OSC data is transmitted to Max MSP, where it is translated into physical movements, enabling the chair to move in real time with the virtual world’s directional shifts, creating a fully synchronized and immersive experience.
Vive XR Controllers: Using Live Link XR in Unreal Engine, we implemented Vive XR controllers to create an interactive final battle sequence. Riders use the controller to shoot a beam at Gaiatech, triggering real-time reactions and ultimately subduing the antagonist, adding an engaging and participatory element to the experience.
Building the Virtual World
For Echoes of Natura, we created Unreal Engine environments that captured a journey through eeriness, thrill, and triumph. Each scene was designed to evoke a distinct emotional tone, seamlessly guiding participants through a narrative arc. The eerie environments built tension, the thrilling scenes brought energy and intensity, and the triumphant finale offered a sense of resolution and awe. These crafted spaces worked together to immerse the audience in a powerful and dynamic experience.
The Final Ride Experience
The Echoes of Natura ride experience begins with an engaging preshow that introduces the audience to the world of Natura, setting the stage for the story and their role in it. This is followed by a fully immersive ride-through, combining motion, projection, and interactive elements as riders embark on an epic journey to confront and defeat Gaiatech, blending storytelling and technology for a thrilling and memorable experience.
NYU IDM 20th Anniversery Showcase
Echoes of Natura was proudly showcased during the NYU Integrated Design and Media Department's 20th anniversary celebration. Attendees were invited to experience the full ride, immersing themselves in the dynamic narrative and interactive elements of the installation. The event provided an opportunity for guests to gather, engage with the project, and appreciate the innovative blend of storytelling, technology, and design that brought Echoes of Natura to life.