Interactive Design

Theme Parks

Museums

Location-Based Entertainment

Theme Parks. Museums.
Location-Based Entertainment.

At Future House Studios, we specialize in building location-based entertainment experiences for theme parks, museums, and interactive attractions and exhibits for world-renowned destinations.

Need a themed experience built for your park? A branded game, or an interactive exhibit for your museum? Animation, animatronics or visual effects integrated into your dark ride? A virtual reality experience? Augmented reality? Interactive games integrated with hardware installations?

We’ve done it.

We create memorable themed experiences using the latest, cutting-edge real time game engines, including Unreal and Unity.

Clients include: Universal Studios, Dave & Busters, MDSX, and The Franklin Institute Museum, just to name a few.

We can start working with your team from the very first idea, to the prototyping and concept phase, to crafting the key art to designing the full experience. Then we build the nuts and bolts: game creation, modeling and animation, rendering, software production, engineering, HID hardware and environment integration, build outs, all the way to the final on-site installation and maintenance.

Transformers: Decepticon Invasion

Take Transformers: Decepticon Invasion, for example. Our team helped build this location-based virtual reality attraction for  Dave & Buster’s arcades across the United States.

Future House did the heavy lifting to conceptualize the experience from the initial creative phase, including prototyping the virtual reality  integration with the ride experience, designed the look and aesthetics of the ride, assisted in drafting the script and initial pitch, drew the storyboards,  designed the concept art for characters, grayboxed the levels, timed out the animation sequences with the ride motion, developed over 45 unique  Autobot and Decepticon assets, modeled, textured, look dev’ed, rigged, and animated the characters and integrated them into the game. We also assisted with managing outsource teams, tech art and engineering.


Partners: Dark Slope, VRStudios, Dave & Busters.
Project Duration:
12+ months
Team Size:
25+
Software Used:
Unreal Engine, Maya, Substance, Zbrush, Blender, Adobe Creative Suite, Perforce

The Franklin Institute Museum: Human Body and Space.

Future House Studios designed and built multiple museum experiences for the Franklin Institute’s Wondrous Space and Human Body Exhibits.

Exhibits Designed & Built:
Space Jump
Rover Design
Rover Educational Kiosk
Faster Farther
Remote Operations
Sky Hunters
Intense Defense
Big Baller
Jump
Heartbeats
Balloon Pump

We conceptualized, designed, prototyped, engineered, iterated, installed the hardware, integrated the systems, and maintained the installations for the big launch.

How do we work? We design the experience on paper until we have something our client’s love. Then we move to a prototyping phase in the game engine (typically Unreal or Unity). After that, we polish the visuals and integrate the hardware. Then, we test and test some more. When everything is ready, we go onsite to install the exhibits and make sure everything runs smoothly.

Partners: MDSX. TFI.
Project Duration: 12 months to install + support
Team Size: 10+ members
Software Used: Unreal Engine, Maya, Perforce

Aurea

Our team developed, built, and integrated the tech for a 5-sided LED Volume that tracked a user's movement in real-time for an international conference.

It was interactive design to create a seamless guest experience at its best, all built and installed under a very tight deadline.

Our engineers designed and built the Unreal Engine project, then integrated the art assets, as well as designed and built a tracking system that used a guest's motion to drive the movement of 5 different Unreal Engine cameras and render those views to the 5 different panels in the LED volume.


Partners: Groove Jones
Project Duration: 2 months to install + support
Team Size: 16+ members
Software Used: Unreal Engine, Maya, Perforce

Yo Gabba Gabbaland: VFX Integration
with Virtual Production

As the primary post-VFX studio, we created nearly 1200 visual effects shots for the show, meeting Apple's high quality standards.

As on set VFX Supervisors, we ensured the filming was shot so that it would be compliant with final VFX integration. We collaborated with DNEG and Dimension Studios to ingest their Virtual Production Unreal assets, and integrate them into final shots.

Partners: Green Beans, Wild Brain, Apple TV
Project Duration: 12+ months
Team Size: 15+ members
Software Used: Nuke, Unreal Engine, Maya, Shotgrid

Augmented Reality Integrations

We build Augmented Reality experiences for mobile and for the web. Teenage Mutant Ninja Turtles, Star Trek, and Nickelodeon and more. Built on the 8th Wall platform as an easy-to-use web app, no downloading required.

Partners: Recur, Nickelodean
Project Duration: 4 weeks
Team Size: 2+ members
Software Used: Unity, Lightship, 8th Wall, Maya, Perforce

Augmented Reality Multiplayer Mobile App

Duel of Wizards is an award-winning multiplayer AR mobile game we developed in just a matter of weeks, showcasing our ability to rapidly design and deliver cutting-edge experiences. Using advanced computer vision, the game dynamically adapts to real-world environments, creating immersive, location-aware battles.

Using the Lightship semantic system, players can cast different types of spell by grabbing elements in the einvironment surrounding them: sky, ground, or foilage.

Future House Studios handled everything from concept to production, earning Niantic’s Best in Sharing Award for our innovative approach to competitive AR gameplay. Whether you need a fast turnaround or complex real-time systems, our team has the expertise to bring your vision to life.

Partners: Internal Project
Project Duration: 2+ weeks
Team Size: 5+ members
Software Used: Unity, Ligthship, Maya, Perforce

Augmented Reality for Theme Parks and Location-Based Entertainment

Using our proprietary Augmented Reality and Location systems, the Future House team built the Swords AR Technology that allows us to turn any park, attraction, or location into a video game.

Imagine installing quests, points of interest, characters, and challenges across your location. Keep visitors engaged between attractions, tell the story of your destination, gamify the experience, keep them engaged between visits, and entice them to return.

Our gamification systems can do all that for you.

Whether it's installing the current Swords game and benefitting from the player base, or creating a customized, branded app experience, we can build it on our platform for you.

Partners: Internal Project
Project Duration: 12+ months
Team Size: 10+ members
Software Used: Unity, Maya, Substance, Perforce

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