Field
Interactive
Themed Entertainment
Development Duration
Components
Speaker
LED
Vibration Motor
Infrared Communication
Development Tools
Autodesk Inventor
Miro
Project type
Team Project
Our three-person team, MAR CREATIVE, won 1st Place in the TEA APAC Next-Gen Design Challenge.
Within just one week, we developed an Olympic-themed interactive walkthrough attraction set in Kyoto, Japan.
The concept combined storytelling, environmental design, interactive technology, Japanese cultural elements, and multisensory experiences into a single guest journey.
As Technical Director, I was responsible for developing the technical concepts that connected guests with the story and physical environments, particularly the interactive Medallion Device used throughout the attraction.

The name MAR CREATIVE was formed from the initials of the three team members.
Masashi — Technical Director
Akari — Concept Artist / Landscape Designer
Riki — Project Manager / Producer
Each member brought a different area of expertise to the project.
Rather than developing the creative, environmental, production, and technical elements independently, we continuously shared ideas and integrated our outputs throughout the one-week design process.
This multidisciplinary collaboration became one of the strongest aspects of the final concept.

The entire attraction concept had to be developed within approximately one week, from the announcement of the theme to the final presentation.
We focused particularly on two goals:
Creating a strong and understandable story
Establishing a meaningful connection between the guest experience, the Olympic theme, and Kyoto
Because the team could not meet in person, we collaborated remotely using Zoom and Miro.
We first generated a wide range of ideas together, then gradually narrowed the direction based on storytelling potential, interactivity, and the strengths of each team member.
Once the walkthrough format was selected, we introduced an interactive device and treasure-hunt structure to give guests an active role in the experience.
The attraction was designed as a three-stage walkthrough experience:
Pre-Show → Main Activity → Post-Show
Guests enter the attraction as newly recruited Olympic event volunteers attending an orientation session.
During the briefing, a presenter introduces the event using a slide presentation.
Suddenly, the colors of the Olympic rings begin to disappear.
Guests are then given a commemorative medal-shaped interactive device called the Medallion Device and asked to embark on a journey to recover the missing colors.
The Medallion becomes the interface connecting:
Guest → Environment → Story
Rather than simply observing the attraction, guests actively participate in restoring the story world.

The Pre-Show introduces the story and prepares guests for the journey.
Guests are divided into groups and attend an Olympic volunteer orientation. During the presentation, the colors of the Olympic rings unexpectedly begin to fade away.
Each group receives a Medallion Device, which will be used to recover the missing colors during the Main Activity.
Because an Olympic event would attract guests from many countries, we also considered multilingual accessibility.
Directional speakers are positioned above individual guest groups, allowing different languages to be delivered simultaneously within the same room while minimizing interference between groups.
The original concept illustrated separate audio zones for languages such as English, Japanese, and French.
This allowed guests from different countries to share the same Pre-Show space while receiving the story in a language they could understand.

The Main Activity consists of five checkpoints inspired by the five colors of the Olympic rings.
We developed a design framework connecting:
Five Olympic Colors → Five Natural Elements → Five Senses → Five Japanese Experiences
Each checkpoint combines a color, a natural element, a sensory experience, and a cultural or environmental motif associated with Kyoto or Japan.
A waterside environment inspired by Kyoto's Kawadoko riverside terraces and an Ashiyu foot bath.
Guests physically experience the element of water through touch.
A limestone cave environment.
The enclosed cave space uses sound to create an immersive interpretation of the earth element.
An environment inspired by Kyoto's traditional Okuribi ceremonial fires.
The experience incorporates incense to connect the element of fire with the sense of smell.
A Karesansui Japanese dry landscape garden inspired by traditional Zen gardens.
The carefully composed landscape creates a primarily visual experience.
An environment inspired by Uji tea and Kyoto tea culture.
Guests experience the element of wood and nature through the taste of Japanese green tea.

As guests visit each checkpoint, the Medallion receives information corresponding to that location and captures its color.
The device responds through multiple forms of feedback:
Light — LEDs
Sound — Speaker
Touch — Vibration motor
These responses help reinforce the interaction and make the abstract action of “collecting a color” feel tangible.
The Medallion was intended not simply as a prop, but as a tool for increasing guest participation and immersion throughout the walkthrough experience.

After exploring the Main Activity, guests enter the Post-Show area.
The experience shifts from individual exploration to a collaborative finale.
Five Medallion Devices are brought together to recreate the five Olympic rings.
When the devices are assembled, the final show sequence is triggered.
Projection-mapping effects illuminate the space as the missing colors return to the Olympic rings, completing the story.
The finale was intentionally designed so that no single guest could complete the story alone.
The journey begins with individual exploration but concludes through collaboration between multiple guests.

As Technical Director, my responsibility was to translate the creative attraction concept into technically plausible interactive systems.
My main contribution was the design of the Medallion Device.
Although the competition did not require us to build a physical prototype, I wanted the device to be more than a visual concept.
I therefore considered how the proposed interaction could realistically be implemented and developed:
The interaction method
Electronic system architecture
Internal component layout
Guest feedback mechanism
Charging concept
3D CAD internal structure
I also created a system configuration diagram to communicate how the device could function as a real interactive system.
For communication between the checkpoints and the Medallion, I selected infrared communication.
The interaction requirements were relatively simple: each checkpoint only needed to transmit information identifying its corresponding color.
Using a complex or high-bandwidth wireless communication system would therefore have added unnecessary cost and complexity.
Infrared communication was selected because it provided:
Simple implementation
Low cost
Sufficient data capacity
Short-range, location-specific communication
A system appropriate to the actual interaction requirements
The goal was not to use the most sophisticated technology available, but to select a solution appropriate to the experience.
The Medallion was designed around a microcontroller-based architecture.
The conceptual system included:
Microcontroller
Infrared receiver
Rechargeable battery
Charging module
LED driver and LEDs
Sound module and speaker
Motor driver and vibration motor
USB-C charging port
The LEDs, speaker, and vibration motor provide visual, audio, and haptic feedback when guests interact with checkpoints.
A dedicated charging system was also included so that the devices could be repeatedly operated within an attraction environment.
In addition to the external appearance, I modeled the internal structure of the Medallion using 3D CAD.
The internal design considered how the electronics, speaker, LED system, battery, infrared receiver, and USB-C connector could be packaged within the medal-shaped enclosure.
The objective was not to create a production-ready device within the one-week competition, but to demonstrate that the proposed interaction could be supported by a realistic physical system.
The concept also considered guest flow and attraction capacity rather than focusing only on the creative experience.
The proposed attraction was designed with a theoretical hourly ride capacity of:
THRC: 4,800 guests/hour
The Pre-Show was designed as:
5 minutes / 200 guests × 2 rooms
The Post-Show was designed as:
5 minutes / 100 guests × 4 rooms
This helped establish the attraction as a concept intended for real guest operation rather than only as a conceptual installation.
One of the most valuable aspects of this project was the collaboration between three different disciplines.
Each member contributed strongly within their own specialization, but the final experience emerged from the connections between those disciplines.
The environmental concepts influenced the guest interactions.
The storyline defined technical requirements.
The Medallion connected guests with both the physical environments and the narrative.
The production perspective helped integrate these elements into a coherent attraction proposal within an extremely limited development period.
This project demonstrated how multidisciplinary teamwork can create an experience that would be difficult for any one discipline to develop alone.
1st Place — TEA APAC Next-Gen Design Challenge, 2024
The final proposal was recognized for integrating storytelling, interactivity, multidisciplinary expertise, and the distinctive characteristics of the host city into a cohesive themed entertainment experience.
The final presentation consisted of six slides covering:
MAR CREATIVE and team roles
Overall attraction concept and guest flow
Pre-Show and multilingual directional audio
Medallion Device and technical system design
Main Activity and multisensory environments
Collaborative Post-Show finale