Phones in the Park…

This is the second of two recent articles I wrote for The Bezark Company to be published in Blooloop. The published version is here: https://blooloop.com/theme-park/opinion/phones-in-theme-parks/

Theme parks are built as transportive worlds that bring us together and lead us on adventures with our families and friends. As technology and devices proliferate in every aspect of our lives, it’s increasingly noticeable that groups of people, in a place where they are meant to be together, manage to spend much of that time apart. Phones are out, earbuds are in, watches are flicked and tapped as we check in on the world we’re momentarily trying to escape. As experience designers we want guests to forget about the outside world and really immerse themselves in a crafted world, whether a theme park, museum, pop up, or something in between. Not everyone buys in, of course, but the hope is that the staunchest objector to reality suspension will crack a smile here and there. The portals to reality are in the palms of our hands and it encroaches upon the designer’s well thought out intentions. 

Tech develops rapidly. In the same way that home theater systems have sufficiently mimicked the movie theater experience, increasingly complex and immersive experiences are available at home. As virtual reality emerged it required expensive, heavy hardware and complicated installation. As the tech evolved, costs came down, hardware got lighter, and setup became easier. As VR was enjoying a brief moment in theme parks it was also becoming attainable to the home user and, as it turns out, it’s a better home experience. In the never ending search for new ways to tell stories and enthrall guests, it’s tempting to enlist the latest gadget to draw them in. Our guests aren’t asking us to bolt the latest tech fad to our existing attractions. Look at what the guests are already using and meet them there.  

The present day dilemma is the tiny computer, and its accessories, that we all carry in our pockets. At the first sign of indifference the phone is unlocked and the guest is lost in an endless scroll of…whatever. Along with the phone come earbuds further sealing guests off from the rich world around them. Many attempts to incorporate these devices are being made, with varying results. In fact, it’s almost impossible to spend a day in certain parks without the phone to guide you but it can be much more than a fun management system. 

A great place to start is the queue. Whether it’s a traditional maze of chain and stanchions or a pre-show waiting zone, when the guests are asked to wait, the phones come out. (even after we spent all that money on that incredible pre-show media loop). Every queue could offer a custom experience that can be accessed via phone. While asking guests to use a specialized app adds friction, there are options for rich, interactive experiences that don’t involve building software for specific platforms. This makes updating and upgrading easier for the operations team and seamless for the guest. These added experiences must be easy to access and easy to engage with while expanding the world and adding to the story. 

Let’s give the eyeballs a rest and really immerse the guests as they move through the world. There’s at least one person in every group who has their earbuds in during their entire visit. Audio based experiences are highly compelling and underused. Build in soundscapes that can only be heard by those who choose to hear it. Tell new stories. Tell old stories. Enrich the world that’s been built. Audio is a powerful tool for delivering narratives and with location based triggers there are opportunities for some creative wayfinding.

Tie these mini experiences into the rest of the park and there’s a more compelling reason for the guest to engage. The stories don’t have to connect to each other but those that do deepen the relationship between our built worlds and the guest. Beyond the story opportunities we may entice folks to engage with virtual gifts, discounts on food and merchandise, connection to a larger game/story, opportunities to partake in exclusive events… Guests are going to use their devices no matter what so let’s give them a reason to interact with the world we’ve built instead of only using them to fill the void before the loading zone. 

Attempts are being made. Augmented reality overlays and selfie filters are fun snacks but there must be more. Disney created the DataPad to enhance the guest’s experience and help them feel more integrated into day to day life on Batuu when they opened Galaxy’s Edge. There we are able to interact with the physical surroundings and perform quests that add context and backstory to the attractions making them feel richer and more alive. It is a great example of how to use a guest’s device to further engage them and expand their experience. It lives on, buried in the Play Disney app, though virtually unchanged from opening day. Meow Wolf also attempts to engage with their own app though it’s not required to enjoy the experience, it broadens and connects the worlds. The unspoken promise of something like these companion apps is that they will evolve and grow over time, which is important not only for returning guests but to keep the world active and alive.   

This all walks a fine line. While we don’t want to encourage people to be buried in their phones all day, it is our present reality. Future consumer tech is on its way and there will be more devices to further separate guests from their experience. There’s a possibility that we’ll all be wearing some version of augmented reality glasses in 5 to 10 years. The screens will be on our faces and the temptation to dip back into the endless pit of the online world will be extreme. We need to lay the foundation now for what guests can expect alongside the twisted steel and fiberglass and there needs to be real effort behind it. Treat this weird virtual space as another show or attraction and make a commitment to support and evolve it to measure real results. Now is the time to craft stories and games that exist between the two minutes of thrill that people are seeking. Fill the liminal spaces of your park, museum, theater, with a story layer that keeps guests engaged and, yes, probably spending more money.

Computers are Eating My Job!

This is the first of two recent articles I wrote for The Bezark Company to be published in Blooloop. The published version is here: https://blooloop.com/technology/opinion/generative-ai-potential/

There’s a scramble within the creative community to understand the rapid rise of machine-generated content and what it means for the people who make a living crafting stories and building worlds. Most people call it Artificial Intelligence (AI) – it’s not. Rather, the words, drawings, photographs, songs that are being pumped out are the results of large language models (LLMs), and the creative world has been caught off guard with their sudden emergence, quick advancement, and seemingly boundless generative abilities. 

The themed entertainment industry consists of some of the most creative folks in the world, and this new development has, understandably, unnerved many of them. Every new technology that enters the mainstream brings with it a certain amount of fear, uncertainty, and doubt. The machines know nothing and understand nothing but produce convincing and sometimes impressive material based on our input. They are pumping out images, music, video, and 3D models with the most minimal of text prompts. This endlessly generated art seems to be getting better every week and there’s real concern that the value of human creativity is going to plummet. 

In 2017, a handful of Google engineers released the Transformer architecture to the world. Seven years later, all of the latest text, image, audio, and video generating machines are built upon Generative Pre-trained Transformers (GPTs) utilizing large language models to whip up content in seconds. Twenty years before the advent of Transformer-based machine learning, IBM’s Deep Blue beat chess Grandmaster Gary Kasparov. A computer had beat the best chess player in the world. The chess world reeled, assuming there was no point in humans playing any further. Don’t worry – people still play chess and now use these powerful machines to help develop new strategies. In 2016, Deep Mind’s AlphaGo beat top player Lee Sedol in a series of Go matches. Go is a complicated game with an impossible number of possible moves. The Go world reeled at the human’s defeat. Don’t worry – people still play Go, and the machine-learning algorithms have taught us new strategies and even resurrected old strategies that were thought to be outdated. 

It feels inevitable that machine-generated art and ideas are going to flood the world, but if we can learn anything from the Chess and Go communities it’s that these machines are just tools. Like the printing press and desktop computer before them, they are assistive and empowering. Remember, the machines are not thinking. They know nothing, but they are fast and can aid in ideation and prototyping in ways we haven’t seen before. Just as they have with each technological advancement, the landscape of work and career will change not only in the creative fields but across all industries as the possible applications for machine learning are wide reaching. Creatives should not fear the generative capabilities of machines but harness them. They help us fail fast so we can succeed sooner.

While it’s great for headlines and flashy news bits, generative art is the least interesting thing that will come out of all of this. There’s growing concern that the focus on LLM-based technologies is pulling resources from real advancement. There have already been major announcements and breakthroughs for protein folding, material discovery, molecular dynamics, medical imaging, understanding whale language, etc. The ability to feed incredibly large datasets into these algorithms is a boon to the scientific community and should prove beneficial in the not-too-distant future. 

None of this comes without challenges. Jobs are going to shift as we adapt to these new tools. Energy consumption while training and running these models is a huge concern. We may very well be in the midst of another hype cycle and these advancements that feel like huge leaps may hit a yet unforeseen barrier that stalls progress for another 10 years. Techno-optimists see solutions coming to the energy problem. More efficient hardware and increased low-to-no impact energy generation might make this technology more sustainable. Whatever happens, companies should be proactive in educating employees about these available tools and how to use them effectively, securely, and responsibly. 

Yes, the big players creating these LLMs have a lot to say about Artificial General Intelligence and the inevitability of the machines doing almost everything, but they need to pump up that inevitability to satisfy investors and markets. Ignore their bluster. This may be the beginning of another tectonic shift in human/computer interfacing, but we will all do well to focus on what’s available now and how to use these generative tools as another brush, instrument, or pencil, in our trusty and worn backpacks.

Projection Show at Beaver Creek

Once again working with The Bezark Company and Z Frame we created a new projection based activation for the Beaver Creek Resort Company. The goal was to add an element of fun and surprise to the main village square at Beaver Creek.

A composite image consisting of a series of frosty ski shapes that roughly form a mountain profile. Super imposed on the skis are images of people skiing and enjoying the Colorado winter.

We created a roughly 90 second “feature” that plays at the top of the hour and 4 separate looks that play throughout the hour that feature the seasons of the Colorado mountains.

A composite image made up of 5 aspen trees as if we are looking up at them. In the gaps between their trunks are images of people enjoying Beaver Creek in the summer months.

When finished we had an hours worth of content that can seamlessly loop every night to help brighten and enliven Beaver Creek Village. Special thanks to the Bezarks and the artists at Z Frame for bringing the project to life!

Blooloop press release: https://blooloop.com/brands-ip/news/bezark-company-beaver-creek-resort/

GDC: Storytelling Siblings

Hi everybody. If you’re attending GDC this week please join Adam Bezark, Lex Rhodes, and me for our Game Narrative Summit talk, Storytelling Siblings: The Kindred Connection between Games and Theme Parks. We start at 14:40 PDT on Tuesday July 20th and we’ll be in the chat for live Q&A. Hope to see you there!

https://schedule.gdconf.com/session/game-narrative-summit-storytelling-siblings-the-kindred-connection-between-games-and-theme-parks/879502