Queue Quest
Augmented Reality games to increase immersiveness and decrease perceived waiting time in theme park queues.
Tools & Methods
Unity, Blender, ProCreate.
Duration
Team (3), 5 months
My Role
Entertainment & Hyperreality

Project Overview
Queue Quest was born out of the frustration of waiting too long in theme park lines. Long queues are consistently the number one complaint among visitors, as they diminish the overall enjoyment of the park. To tackle this, we designed a hyperreality game that doesn’t shorten the queue itself, but transforms how people experience the wait. Using Augmented Reality, the game connects with physical elements in the waiting line and builds on the storyline of the Efteling ride Baron 1898 in the Netherlands. Visitors can take on challenges and adventures that make the queue feel shorter, while immersing them deeper into the ride’s narrative.
Design Challenge
Design a hyperreality experience that enhances user experience by solving a real-world problem.


Reflection
This was my first time creating a fully digital product, and I had to dive into Unity from scratch. However, the technical steps were far more complex than I expected, and getting the game to run smoothly was challenging. But that’s also what made the project so rewarding. I realized that design is also about pushing through the technical challenges to make something actually work. I also learned how important it is to design not just for function, but for the emotions people carry with them. In the end, this project taught me that putting purselves in the user's shoes in testing our product is just as crucial as developing the product itself.
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Side Projects
Some other projects that is also worth to show.