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01 / THEMED EXPERIENCE · FALL 2026

Elemental Titans

A cooperative physical game where guests harness Earth, Fire, Water, and Air to take on imposing Titans—combining skee-ball, pinball, and a shared story.

My role
Producer
Collaborator
Hannah Bagley · Designer
Context
UCF · Themed Experience Seminar
Status
Graduate concept · In development
Illustrative study of an inclined game lane and elemental assists
Explanatory portfolio illustration of the play system. Not a fabrication drawing or a photograph of a built game.

The experience

Friendly elemental guardians recruit guests to face the Titans. Players move through eight stations—two for each element—before a separate finale. Physical play and elemental assists give the group a common challenge.

The creative goal is a victory that feels earned together: a familiar arcade interaction made into an adventure through character, environment, and cooperation.

My producing focus

I partner with designer Hannah Bagley on the guest journey, play sequence, spatial planning, and initial feasibility. My focus is connecting the creative proposal to the questions behind delivery: the footprint, circulation, throughput, fabrication, scope, and development risks.

From play to place

The current modeling handoff defines a main game-room boundary of 118 ft × 108 ft 9 in—approximately 12,833 sq ft—within an assumed 20,000 sq ft shell. The room must accommodate stations, the finale, scenery, players, circulation, and maintenance access.

This is a concept planning assumption for an ICON Park U3 study. Station footprints, ceiling height, columns, openings, and the exact route remain unresolved.

Main-room modeling handoff: a 118-foot by 108-foot-9-inch conceptual floor boundary, with assumptions identified
November 2026 modeling handoff · Concept boundary only; not a measured venue plan.

How the game develops

  1. Learn the language. Introduce the four elemental controls through a short demonstration.
  2. Play the stations. Roll up the inclined surface and use elemental assists to respond to pockets and timing challenges.
  3. Build the challenge. Vary mechanics and difficulty through Earth, Fire, Water, and Air.
  4. Meet the finale. Bring the group’s progress into a final encounter with the Ice Titan.

What comes next

The next development pass tests station footprints, control readability, physical mechanics, throughput, and the relationship between the game and its scenic treatment. Those answers will inform the scope, schedule, and preliminary cost assumptions.

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