
Dark ride concept · SCAD THED 777 · Spring 2026
The Winchester Mansion
A dark ride
A team project. I led narrative design and visual development; the images come from the team’s design book, credited below.
How do you turn a real place and its legend into a ride? This project is about that translation: from a site, to a story, to the requirements a dark ride has to meet.
- Type
- Dark ride concept · Themed entertainment
- My role
- Narrative design (story research, storyline, story beats, journey map) and visual development
- Team
- Seven designers (full credits below)
- Context
- Group project, THED 777, SCAD, spring 2026
Overview
From a real house to a ride
The House That Will Not Stop
Hammers heard at all hours on the Winchester estate; neighbors count rooms and lose track
Workmen at the Winchester estate confirmed again this week that construction has not paused, by day or by night. Asked how many rooms the house now holds, one carpenter said he had stopped counting.
Visitors report stairways that end at the ceiling and doors that open onto plaster. Mrs. Winchester has not received callers. The hammering, neighbors say, is the only answer they ever get.
The reporter
Facts and dates as the town reported them. Sets the legend without confirming it.
The Winchester Mansion is a trackless dark ride concept themed on the Winchester Mystery House in San Jose. I led the narrative design and the visual development: researching the house and its legend, writing the storyline and the eleven story beats, building the journey map the team designed against, and developing each scene from line work to color key.
The page follows that process. It starts from the site, pulls a legend out of it, shapes the legend into story beats, turns each beat into something the ride must physically do, and ends with how the team built it.
A real house, famous for rooms that don’t make sense.
Written before any room was designed.
Each beat group translated into something the ride must do.
Where those requirements were built.
- 01Site
- 02Legend
- 03Story beats
- 04Ride requirements
- 05Built experience
The challenge
A story you can’t ride
The Winchester house already has a story. The problem is that it isn’t one you can ride.
HOSTSo the rule, the way people tell it, is simple. As long as the building never stops, nothing can come for her.
GUESTWhich raises the question nobody on the official tour asks. The building did stop. So what happened to the rule?
HOST…and that’s why I’m booking the night tour.
The enthusiast
Theories, the ‘rule’, the question no tour answers. Gives guests a reason to look closer.
- 01
A legend, not a plot
The house comes with rumors, not a narrative: an heiress, a medium, a fortune, endless building. There is no protagonist, no goal and no ending.
- 02
Chaos is not a story
Its fame rests on rooms that make no sense. Pure strangeness is interesting for a minute, but a ride needs a direction to pull guests through.
- 03
A real person
Sarah Winchester was real. The ride has to use the legend as the tour tells it, without claiming it as fact or casting her as a villain.
- 04
Two audiences
A curious student who wants spooky fun and a horror fan who usually avoids theme parks. The tone has to hold both, eerie and then urgent, never gory.
- 05
An ending for a house that never ended
A ride has to finish. The house is famous for never being finished.
How might we turn a site famous for not making sense into a story guests can ride, and keep what makes it strange?
Exploration I
Reading the site
I treated the house as the brief. The research question was not “what happened here” but “what here could become story material”.
- Stair No. 7 goes up nine steps and meets the ceiling. Measured twice.
- Hammering behind the east wall. No crew on site tonight.
- A black cat waiting at every turn, as if it knows the route.
- Clock in the study reads 2:00. Hasn’t moved.
Do not follow the guide. Follow the cat.
The explorer
First-hand notes from someone who went in. Turns the guest from listener into the person inside.
What the site gives the story
| On site | Story potential |
|---|---|
| Stairs to nowhere, doors onto walls | The architecture itself can be the obstacle. The house can act. |
| 38 years of non-stop building | Hammering that never stops. The house is still being built around you. |
| The medium’s warning | A reason for something to be hunting the guests, and a rule the house obeys. |
| Construction halted in 1906, Sarah died in 1922 | A frozen clock, a desk mid-drawing. A house stopped at one moment. |
| It is toured today | The guests’ own frame. They arrive as tourists, so the story can begin as a tour that goes wrong. |
The house
- 1884
A medium tells Sarah Winchester that the spirits of people killed by Winchester rifles want revenge, and that she must never stop building.
- 38 years
Construction continues almost without pause, room by room, into around 160 rooms.
- 1906
The San Francisco earthquake damages the house and construction stops.
- 1922
Sarah Winchester dies. The house is left as it was.
The ride uses the legend as the guest hears it on a tour, not as a claim about what really happened.
Who it is for
A photography student who found the ride on TikTok and is going with friends. Loves Halloween and Coraline; gets dizzy on spinning rides.
A bartender who heard about it on a paranormal podcast and is going alone. Loves true crime and Scream; would never go to a traditional theme park.
Darcy and Todd pull the ride in two directions: curious rather than terrifying, but with a real chase. The tone of the story beats sits between them: eerie, then urgent, never gory.
Comparable rides
| Ride | Duration | Capacity |
|---|---|---|
| Revenge of the Mummy | 2 min 57 s | 16 riders per train |
| Star Wars: Rise of the Resistance | about 18 min (full experience) | 16 riders per group, trackless |
The biggest difference is length. Rise of the Resistance shows that a trackless system and a long pre-show can carry a full story, which is what the Winchester house needs.
Exploration II
From legend to story
The legend gave material but no structure. Three decisions turned it into a story.
What are guests running from?
Not a monster. The house itself is the threat, and the spirits it was built to contain are what chase you.
Who leads them?
The human tour guide in the pre-show is subtly wrong, so trust passes to a black cat. A guide guests can follow without dialogue, who looks back to check on them.
How can it end?
Guests escape into the dawn, but the cat stays in the doorway and the hammering goes on. The ride ends; the house doesn’t.
You have come to tour the Winchester Mansion in all its ruined glory. A local cat leads the way. Suddenly a door slams and a cold wind blows past. Your tour has been hijacked, and now you must follow the cat through the house to escape.
I wrote the story as eleven beats before any room was designed. Each beat states what the guest feels and what changes, so that every later decision (a scene, an effect, a turn of the vehicle) could be checked against it.
- 01Arrival & premise
Guests reach the estate at night. Eerie but curious, not yet threatening. The legend: a house that never stopped growing.
- 02Meet the guide
A slightly mischievous cat offers to guide riders safely through, and hints that things inside are “not quite settled.”
- 03The house reveals itself
Stairs to nowhere, doors that open onto walls, hallways that loop. The cat says this is just how the house is.
- 04First signs
Flickering lights, moving shadows, whispers. The cat grows uneasy but keeps going.
- 05The legend deepens
Hints of Sarah's story: the building never stopped and the spirits are tied to the house. The space becomes a maze.
- 06The spirits awaken
Ghosts appear fully, and they know the riders are there. The cat realizes the group is in danger.
- 07The chase begins
Mystery turns into urgency. Ghosts pursue the vehicles and the cat urges everyone on.
- 08Escape through the maze
Tight corridors, sudden turns, architecture closing in. The house itself seems to work against escape.
- 09Confrontation
The spirits almost catch up and there seems to be no way out. The cat finds a hidden path.
- 10Narrow escape
Riders break free. The house grows quieter but not calm. The cat hints that this isn't over.
- 11Exit & aftermath
A shadow, a whisper, or one last line from the cat: the spirits remain. Mystery, not resolution.
Requirements
From story to ride requirements
This is the step I care most about. Each group of beats was turned into a narrative need, then into a requirement the ride must physically meet, so the team could design rooms, vehicles and effects against something testable.
Guest journey
Story across the guest journey
Each stage of the visit has its own narrator and its own way of carrying information. The story is never read out in one place; it is handed from voice to voice until the guest is the one inside the house.
Narrative element schedule
Every piece that carries the story, listed the way a show team would track it: what it is, which voice it speaks in, where it sits, what it says or does, and which department builds it.
Handing the story to every department
I wrote the story as a short bible: the premise, eleven beats, the three voices, and three rules every discipline could check against. Each department took a different slice of it.
The house is the threat
No monster designs; danger comes from architecture and the spirits it holds.
The cat never speaks
It leads by moving, looking back and stopping. Never by dialogue.
The house is never finished
Hammering in every scene; no ending that resolves the legend.
Part II
Implementation
With the beats and requirements set, the team designed the experience stage by stage.The journey
Ten stages, gate to dawn
Ten stages, from the garden gate to the dawn escape. Each is written as an environment, a mood and a short piece of story.
Concept renderingGarden maze
Hedges in odd shapes, statues facing the wrong way, dead ends, signs telling Sarah's story. A garden that doesn't make sense, for a house that doesn't make sense.
Concept renderingThe creepy tour guide
A hall with a swaying chandelier and Sarah's portrait. The guide explains the 38 years and 160 rooms. The lights flicker, the portrait opens its eyes, and a black cat waits in a side door.
Concept renderingThe ruined mansion
A heavy wooden door, creaking floors, hammering in the distance. Once everyone is inside, the door locks by itself.
Concept renderingMeeting the black cat
A dark hall with a checkered floor, mirrors and candles. The cat jumps down, triggers a hidden mechanism and runs ahead into the dark.
Concept renderingImpossible corridor
Hallways bend the wrong way, doors behind doors, stairs on the ceiling. The hammering continues. The cat sometimes looks back.
Concept renderingThe shifting ballroom
Ghost dancers and a music box. Then the room moves: doors slide, walls spin, mirrors show rooms that aren't there.
Concept renderingThe spirit chase begins
Through the windows, spirits trapped in other rooms. A door crashes down, the prison breaks, and the vehicle speeds up.
Concept illustrationSarah's study
Blueprints that draw themselves, floating papers, Sarah's ghost at her desk. The clock is stopped at 2:00 AM. The spirits find them.
The final chase & mirror exit
Kitchen, bedroom, tower, then a dead end in the conservatory. The cat stops at a glowing mirror. The only way out is through it.
Dawn escape
Sunlight and the garden again. But the cat sits in the doorway, shadows move in the windows, and the hammering hasn't stopped.
Show breakdown
Fourteen stops, one tension curve
The journey map groups the experience into six scenes. Laid onto the building, the eleven beats became fourteen stops: four before the ride, nine show scenes, and the exit. This chart lines up each stop with its beat, how tense it should feel, and the effects that carry it.
Three things to read from it: the ride stays quiet until the guide is trusted; Pepper's ghost and smoke carry the whole chase as one continuous layer; and the only flames are saved for the narrow escape.
Layout
Layout and ride system
The ride sits inside an existing park building, alongside retail and food and beverage. Guests walk from the plaza through the garden-maze queue and the pre-show into load, ride nine show scenes, and unload toward the exit.

The vehicle is the cat
In the team’s illustrations the ride vehicle is the guide itself: a black cat that guests sit inside. It turns the guide from a character you watch into the thing that carries you.
- Vehicle
- Trackless, autonomous guided vehicles (AGV)
- Supplier reference
- ETF Ride Systems · Roush
- Guidance
- RFID tags and a local positioning system (LPS)
- Power
- Rapid battery charging, hidden in the floor
- Why trackless
- Rooms can seem to move around the rider: the ballroom spins, the corridor loops, the route can change inside a scene.
Effects and identity
Every effect has a story job
Every effect was given a job in the story, and placed along the journey on one map.
- Pepper's ghost
- Every time a ghostly apparition appears in the house.
- Smoke
- Accompanies the apparitions.
- Contained flames
- Marks the climax, when the house is at its most dangerous.
- Projection mapping
- Shows the ghost cat the riders are following.
- Black light (UV)
- Picks out objects of supernatural origin.
Identity


Attraction identity, light and dark versions
Visual development
From line work to color key
I developed each show scene as line work first, then painted it as a color key. Some scenes were taken further with an alternate lighting pass, to test how far one room can move in mood without changing its set.

Concept rendering
Concept rendering
Concept rendering
Concept rendering
Concept rendering

Concept rendering

Concept rendering
Concept rendering
Concept rendering
Concept renderingStudies of the house interior: the stair hall, a portrait corridor, and a hallway that narrows to a single figure.
Development log
Ten classes, five phases
The project ran over ten classes, from 23 April to 26 May 2026. This is how it moved, phase by phase, and what each phase decided.
Phase 01
Brainstorm & research
We mapped the house's history, existing tours and comparable rides on one shared board, and split the work across seven people.
Decision
The ride is about the house, not about a monster. The architecture is the threat.
Phase 02
Story beats
I wrote the premise and the eleven beats, from arrival to aftermath.
Decision
The guide is a black cat. The human guide in the pre-show is unsettling, so the cat becomes the one figure guests can trust.
Phase 03
Journey map
I turned the beats into ten stages, each with an environment, a mood and a story.
Decision
A quiet scene (the study) before the final chase, so that the climax has room to rise.
Phase 04
Space, model & ride
The team placed the beats on the floor plan, built the digital model, and chose the ride system and load/unload layout.
Decision
Trackless vehicles, so that rooms can appear to move around the rider.
Phase 05
Effects & design book
Effects were chosen for their story function and mapped onto the journey. Everything was assembled into the final design book, with branding.
Decision
End in sunlight, but leave the cat in the doorway. The house is never finished.
Reflection
What I’d keep
A site is a brief
The most useful research question was never “what happened here” but “what here can a guest feel and follow”.
Requirements are the bridge
Writing what each beat requires the ride to do gave the team something to design and argue against, instead of a mood.
Keep what’s strange
The goal was not to explain the house. It was to give its strangeness a direction, and leave it unfinished.
Team
- Jingwen Li
- Narrative design (story research, storyline, story beats, journey map) and visual development
- Emily
- House research, digital model, story beats
- Jada
- Graphics; mood, material and lighting boards; model
- Alejandro
- Ride system, load and unload
- Olivia
- Personas, comparable rides, queue and pre-show sketches
- Dani
- Sarah Winchester's story, sketches, illustrations
- Kyra
- Special effects, personas
Images on this page come from the team's design book. Credit for each belongs to the people listed above.

黑暗骑乘概念设计 · SCAD THED 777 · 2026 春
温彻斯特宅邸
黑暗骑乘
团队项目。我负责叙事设计与视觉开发;本页图片来自团队设计手册,署名见文末。
怎样把一个真实的场地和它的传说,变成一段可以乘坐的旅程?这个项目讲的就是这个转化过程:从场地,到故事,再到黑暗骑乘必须满足的需求。
- 类型
- 黑暗骑乘概念 · 主题娱乐
- 我的角色
- 叙事设计(故事调研、故事线、故事节拍、旅程地图)与视觉开发
- 团队
- 七位设计师(完整署名见文末)
- 背景
- 小组项目,THED 777,SCAD,2026 春季
概述
从一座真实的房子,到一条乘骑线
停不下来的房子
温彻斯特庄园日夜传出敲打声;邻居数房间,数到一半便数乱了
温彻斯特庄园的工人本周再次证实:施工从未停止,无论白天还是夜晚。被问到这座房子现在有多少个房间时,一位木匠说他早就不数了。
访客说,有的楼梯走到天花板就断了,有的门一打开只是一面墙。温彻斯特夫人很少会客。邻居们说,敲打声是他们唯一得到的回答。
记者
小镇报道过的事实和日期。建立传说,但不证实它。
温彻斯特宅邸是一个以圣何塞温彻斯特神秘屋为主题的无轨黑暗骑乘概念设计。我负责叙事设计和视觉开发:调研房子和它的传说,写故事线和十一个故事节拍,制作团队设计所依据的旅程地图,并把每个场景从线稿发展到色彩稿。
这个页面按这条思路展开:从场地出发,从中挖掘出传说,把传说塑造成故事节拍,再把每个节拍转化为乘骑必须做到的事,最后看团队如何把它落实。
一座真实存在、以“房间说不通”闻名的房子。
在设计任何房间之前写好。
每组节拍都转化为乘骑必须做到的事。
这些需求最终落实的地方。
- 01场地
- 02传说
- 03故事节拍
- 04乘骑需求
- 05落实体验
挑战
一个无法乘坐的故事
温彻斯特宅邸本来就有故事,问题是它不是一个可以“乘坐”的故事。
主持人按大家的说法,这条法则很简单:只要房子一直在建,就没有东西能来找她。
嘉宾那就引出了官方导览从来不问的问题:施工确实停了。那这条法则后来怎么样了?
主持人……所以我订了夜间导览。
神秘爱好者
各种理论、那条“法则”、导览不回答的问题。给游客一个凑近看的理由。
- 01
只有传说,没有情节
这座房子带来的是传闻而不是叙事:一位继承人、一位灵媒、一笔财富、无休止的建造。没有主角,没有目标,也没有结局。
- 02
混乱不等于故事
它的名气来自说不通的房间。纯粹的怪异能吸引人一分钟,但乘骑需要一个方向,把游客一路带下去。
- 03
一个真实的人
莎拉·温彻斯特是真实存在的人。乘骑要按导览中讲述的版本使用传说,既不能当成史实,也不能把她塑造成反派。
- 04
两类观众
一位想要有趣诡异体验的学生,一位平时不太去主题乐园的恐怖片爱好者。基调要同时照顾两人:先诡异,后紧迫,但不血腥。
- 05
给一座永不完工的房子一个结局
乘骑必须结束,而这座房子出名就在于永远没有完工。
我们如何把一个以“说不通”著称的场地,变成游客可以乘坐的故事,同时保留它的怪异?
探索一
解读场地
我把这座房子当作设计任务书。调研的问题不是“这里发生过什么”,而是“这里有什么可以变成故事素材”。
- 七号楼梯,往上九级,撞到天花板。量了两遍。
- 东墙后面有敲打声。今晚现场没有工人。
- 每个转角都有一只黑猫在等,好像它知道路。
- 书房的钟停在 2:00,一直没动。
别跟着导游。跟着猫走。
探险家
一个进去过的人留下的第一手笔记。让游客从听故事的人,变成身在其中的人。
场地给了故事什么
| 场地上的事实 | 故事潜力 |
|---|---|
| 通往虚空的楼梯、打开就是墙的门 | 建筑本身就可以成为障碍,房子可以“行动”。 |
| 38 年不停地建造 | 永不停止的敲打声。房子仍在你身边被建造。 |
| 灵媒的警告 | 有东西在追捕游客的理由,也是房子遵守的规则。 |
| 1906 年停工,1922 年莎拉去世 | 停住的时钟、画到一半的书桌,一座停在某一刻的房子。 |
| 它至今仍在开放参观 | 游客自身的身份。他们以游客身份到来,所以故事可以从一场出了问题的导览开始。 |
这座房子
- 1884
一位灵媒告诉莎拉·温彻斯特:死于温彻斯特步枪的亡魂要来复仇,她必须永远不停地建造。
- 38 年
施工几乎从未停止,一间接一间,最终约有 160 个房间。
- 1906
旧金山大地震损坏了房子,施工就此停止。
- 1922
莎拉·温彻斯特去世,房子保留了原样。
乘骑使用的是游客在导览中听到的传说,而不是对真实历史的断言。
为谁设计
摄影专业学生,在 TikTok 上刷到这个项目,和朋友一起去。喜欢万圣节和《鬼妈妈》,坐旋转类项目会头晕。
调酒师,在一个灵异播客里听说了它,一个人去。喜欢真实犯罪和《惊声尖叫》,绝不会去传统主题乐园。
Darcy 和 Todd 把乘骑往两个方向拉:好奇多于恐怖,但又要有真正的追逐。故事节拍的基调就在两人之间:先是诡异,然后紧迫,但绝不血腥。
同类乘骑
| 乘骑 | 时长 | 载客 |
|---|---|---|
| 木乃伊复仇记 | 2 分 57 秒 | 每列车 16 人 |
| 星球大战:抵抗军崛起 | 约 18 分钟(完整体验) | 每组 16 人,无轨 |
最大的区别是时长。《抵抗军崛起》说明无轨系统加上较长的前置秀可以撑起一个完整的故事,这正是温彻斯特宅邸需要的。
探索二
从传说到故事
传说提供了素材,但没有结构。三个决定把它变成了故事。
游客在逃离什么?
不是怪物。房子本身就是威胁,而它要困住的亡魂就是追你的东西。
谁来带领他们?
前置秀里的人类导游有点不对劲,于是信任转移到一只黑猫身上。一位不需要台词就能跟随的向导,会回头确认你还在。
怎样结束?
游客在黎明中逃出,但猫留在门口,敲打声还在继续。乘骑结束了,房子没有。
你来参观荒废中依然壮观的温彻斯特宅邸,一只本地的猫在前面带路。突然,一扇门砰地关上,一阵冷风掠过。你的导览被劫持了,现在你必须跟着这只猫穿过整座房子,逃出去。
在设计任何房间之前,我先把故事写成了十一个节拍。每个节拍都写清楚游客的感受和发生的变化,这样之后的每个决定(一个场景、一个特效、车辆的一次转向)都可以拿它来检验。
- 01抵达与前提
夜晚,游客来到庄园。诡异但好奇,还没有威胁。传说:一座从未停止生长的房子。
- 02遇见向导
一只有点调皮的猫出现,愿意带大家安全地穿过房子,并暗示里面的东西“不太安分”。
- 03房子露出真面目
通往虚空的楼梯、打开就是墙的门、绕回原点的走廊。猫说:这房子就是这样。
- 04最初的迹象
灯光闪烁、影子移动、耳边低语。猫开始不安,但还是往前走。
- 05传说加深
暗示莎拉的故事:施工从未停止,亡魂与房子绑在一起。空间变得像迷宫。
- 06亡魂苏醒
鬼魂完全显形,而且它们知道乘客在这里。猫意识到大家有危险了。
- 07追逐开始
悬疑变成紧迫。鬼魂追着车跑,猫催促大家快走。
- 08穿越迷宫
狭窄的走廊、突然的转弯、向你逼近的建筑。房子本身似乎在阻止你逃跑。
- 09对峙
亡魂几乎追上,似乎已经无路可逃。猫找到了一条隐藏的通道。
- 10险中脱身
乘客冲了出来。房子安静了一些,但并不平静。猫暗示事情还没结束。
- 11出口与余韵
一道影子、一声低语,或者猫最后的一句话:亡魂还在。留下的是悬念,而不是答案。
乘骑需求
从故事到乘骑需求
这是我最看重的一步。每组节拍先转化为叙事需求,再转化为乘骑在物理上必须满足的要求,让团队能针对一个可检验的目标来设计房间、车辆和特效。
游客旅程
贯穿游客旅程的故事
每个阶段都有自己的讲述者,也有自己承载信息的方式。故事从不在一个地方被完整讲出来,而是从一个声音交给下一个声音,直到游客自己身处房子之中。
叙事元素清单
所有承载故事的物件,按演出团队追踪的方式列出:它是什么、用哪种声音讲述、放在哪里、说什么或做什么、由哪个部门制作。
把故事交给每个部门
我把故事写成一份简短的故事圣经:前提、十一个节拍、三种声音,以及三条每个专业都能拿来检验的规则。每个部门从中取用不同的部分。
房子就是威胁
不设计怪物;危险来自建筑和它困住的亡魂。
猫从不说话
它靠移动、回头和停下来带路,从不靠台词。
房子永不完工
每个场景都有敲打声;没有化解传说的结局。
第二部分
落实
节拍和需求确定后,团队逐个阶段地设计了整个体验。旅程
十个阶段,从园门到黎明
十个阶段,从花园大门到黎明逃脱。每一个都写成一个环境、一种情绪和一小段故事。
概念渲染花园迷宫
形状古怪的树篱、朝错方向的雕像、死胡同,以及讲述莎拉故事的标牌。一座说不通的花园,配一座说不通的房子。
概念渲染古怪的导游
吊灯摇晃的大厅里挂着莎拉的画像。导游讲起那 38 年和 160 个房间。灯光闪烁,画像睁开了眼,一只黑猫在侧门里等着。
概念渲染荒废的宅邸
沉重的木门、吱呀作响的地板、远处的敲打声。所有人进来后,门自己锁上了。
概念渲染遇见黑猫
黑白格地板、镜子和蜡烛的昏暗大厅。猫跳下来,触动了一个隐藏的机关,然后跑进了黑暗里。
概念渲染不可能的走廊
走廊往错误的方向弯曲,门后还有门,楼梯长在天花板上。敲打声一直没停。猫偶尔回头看。
概念渲染移动的舞厅
鬼魂舞者和八音盒。然后房间开始移动:门在滑动,墙在旋转,镜子里映出并不存在的房间。
概念渲染追逐开始
透过窗户,看到被困在别的房间里的亡魂。一扇门轰然倒下,牢笼破了,车开始加速。
概念插画莎拉的书房
会自己画图的蓝图、漂浮的纸张、伏案的莎拉亡魂。时钟停在凌晨 2 点。亡魂找到了他们。
最后的追逐与镜中出口
厨房、卧室、塔楼,最后是温室里的死路。猫停在一面发光的镜子前。唯一的出路是穿过它。
黎明逃脱
阳光,又回到了花园。但猫坐在门口,窗户里有影子在动,敲打声还没有停。
演出分解
十四个停留点,一条张力曲线
旅程地图把体验归纳为六个场景。当十一个故事节拍落到建筑里,它们变成了十四个站点:乘骑前四个、九个演出场景、加上出口。这张图把每个站点和它的节拍、应有的紧张程度,以及承载它的特效对齐。
从图上可以读出三件事:在游客信任向导之前,乘骑一直保持安静;佩珀尔幻象和烟雾作为一层连续的效果贯穿整个追逐;唯一的火焰留给了险中脱身。
布局
布局与乘骑系统
乘骑位于一座现有的园区建筑里,与零售和餐饮相邻。游客从广场经过花园迷宫排队区和前置秀走到上车区,经过九个演出场景,再从下车区走向出口。

车就是那只猫
在团队的插画里,乘骑车辆就是向导本身:一只游客坐在里面的黑猫。向导从一个被观看的角色,变成了载着你前进的东西。
- 车辆
- 无轨自动导引车(AGV)
- 供应商参考
- ETF Ride Systems · Roush
- 导航
- RFID 标签与局部定位系统(LPS)
- 供电
- 隐藏在地板中的快速充电系统
- 为什么用无轨
- 房间可以看起来在围绕乘客移动:舞厅会转,走廊会绕圈,路线在一个场景里也能改变。
特效与视觉识别
每个特效都有故事任务
每一种特效都在故事里被分配了任务,并在一张图上沿着旅程排布。
- 佩珀尔幻象(Pepper's ghost)
- 房子里每一次出现鬼魂幻影的时候。
- 烟雾
- 伴随鬼魂出现。
- 受控火焰
- 标记高潮:房子最危险的时刻。
- 投影映射
- 呈现乘客一路跟随的幽灵猫。
- 紫外光(UV)
- 突出那些来自超自然世界的物件。
视觉识别


项目视觉识别,浅色与深色版本
视觉开发
从线稿到色彩稿
我把每个演出场景先画成线稿,再画成色彩稿。有些场景又做了另一版灯光,用来测试同一个布景在不改变的情况下,情绪能被推多远。

概念渲染
概念渲染
概念渲染
概念渲染
概念渲染

概念渲染

概念渲染
概念渲染
概念渲染
概念渲染房子室内的研究图:楼梯厅、肖像走廊,以及一条收窄到一个人影的走廊。
开发日志
十节课,五个阶段
项目历时十节课,从 2026 年 4 月 23 日到 5 月 26 日。以下是它一阶段一阶段的推进,以及每个阶段做出的决定。
阶段 01
头脑风暴与调研
我们在一块共享白板上整理了房子的历史、现有导览和同类乘骑,并把工作分给七个人。
决定
这个乘骑讲的是房子,而不是怪物。建筑本身就是威胁。
阶段 02
故事节拍
我写了故事前提和从抵达到余韵的十一个节拍。
决定
向导是一只黑猫。前置秀里的人类导游让人不安,所以猫成了游客唯一能信任的角色。
阶段 03
旅程地图
我把节拍变成十个阶段,每个阶段都有环境、情绪和故事。
决定
在最后的追逐之前放一个安静的场景(书房),让高潮有空间升起。
阶段 04
空间、模型与乘骑
团队把节拍放进平面图,搭建数字模型,并确定乘骑系统和上下客布局。
决定
采用无轨车辆,让房间看起来能围绕乘客移动。
阶段 05
特效与设计手册
根据故事功能选择特效并标在旅程上。所有内容和品牌视觉一起汇编成最终的设计手册。
决定
在阳光中结束,但把猫留在门口。这座房子永远不会建完。
反思
我会留下的
场地就是任务书
最有用的调研问题从来不是“这里发生过什么”,而是“游客在这里能感受到、能跟随什么”。
需求是桥梁
写清楚每个节拍要求乘骑做什么,让团队有了可以设计、可以讨论的对象,而不只是一种氛围。
保留怪异
目标不是解释这座房子,而是给它的怪异一个方向,并让它保持未完成。
团队
- 李静文
- 叙事设计(故事调研、故事线、故事节拍、旅程地图)与视觉开发
- Emily
- 房屋调研、数字模型、故事节拍
- Jada
- 平面视觉;情绪、材质与灯光板;模型
- Alejandro
- 乘骑系统、上下客
- Olivia
- 用户画像、同类乘骑、排队与前置秀草图
- Dani
- 莎拉·温彻斯特的故事、草图、插画
- Kyra
- 特效、用户画像
本页图片均来自团队的设计手册,版权归上方各位成员所有。