Paramount Parks needed an engaging, authentic way to bring the Star Trek universe to life for a diverse audience with varying levels of fandom and limited time to interact. The goal was to design experiential games that delivered quick yet memorable interactions, balanced entertainment with accessibility, and captured the essence of the franchise—all while keeping visitors engaged enough to return for repeat playthroughs.
Through interviews with participants, clients and stakeholders, we gathered valuable insights to better understand and empathize with the needs of our target audience. This allowed us to dive deeper into defining the project's challenges.
To help the team determine the priority of information, I designed the placement and layout of content in prototype form which allowed for rapid iteration, feedback and discussions.
Once approved, I developed the wireframes into a working prototype to help simulate user interaction with the product and address any potential pain points discovered throughout the early stages.
The visual design drew heavily from Star Trek’s iconic aesthetic, particularly the Okudagrams—the signature LCARS-inspired interfaces from the series. We evolved this design language for interactive gameplay, blending bold color blocks, clean geometric layouts, and smooth motion transitions to create an interface that felt futuristic yet intuitive.
Dynamic animations and subtle sound cues reinforced the sense of immersion, while high-contrast visuals ensured quick legibility for guests moving through the experience at different paces. The result was a cohesive design system that felt unmistakably Star Trek while remaining accessible to all audiences.