Star Trek—
A series of Star Trek-themed  (experiential games) for Paramount Parks designed to engage visitors.
Paramount Parks partnered with Heavenspot to create a series of Star Trek-themed experiential games designed to feel console-worthy yet approachable for a wide range of park visitors.

Role: Art Direction • Design
Tools: Illustrator, Photoshop
Agency: Heavenspot

Console-worthy experiences that honored the franchise’s legacy.

Drawing inspiration from the iconic Okudagrams and visual language of the Star Trek franchise, we crafted intuitive interfaces and dynamic branching gameplay to capture attention in high-traffic environments.

Instantly captivate park visitors while staying true to the franchise’s legacy

Insights and Defining Challenges

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.

The Trekkie
Name: Hassan 
Age: 34
Alex grew up watching every Star Trek series and can quote episodes by heart.

Goals:
Authentic, story-rich Star Trek gameplay that feels true to the universe.

Motivations:
Fandom loyalty, nostalgia, and the desire for deep engagement.

The Casual Gamer
Name: Kayla 
Age: 27
Maya enjoys gaming on her phone but doesn’t consider herself a hardcore gamer.

Goals:
Short, easy-to-pick-up experiences between park activities.

Motivations:
Social fun, quick entertainment, and low barriers to entry.

The Explorer
Name: Robin 
Age: 19
An adventurous and always on the hunt for new, Instagram-worthy experiences. He prefers attractions that look visually stunning and allow him to capture unique moments for social media.

Goals:
Visually exciting, shareable experiences with replay value.

Motivations:
Discovery, adventure, and content creation for social media.

The Family Visitor
Name: Angel 
Age: 42
Visits the park with her spouse and two kids. She looks for attractions that are family-friendly, easy to understand, and fun for different ages.

Goals:
Simple, family-friendly games everyone can enjoy together.

Motivations:
Quality family time, memorable shared moments, and stress-free fun.

Earlty testing with Functionality

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.

Behind the Design Ecosystem

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.

Final Look—

Reflection + Credits

This project highlighted the importance of designing for diverse audiences, balancing the depth that dedicated fans crave with the accessibility casual visitors need. Even in short-form experiences, dynamic branching paths and polished visuals can create memorable, replayable interactions.

By leveraging Star Trek’s iconic visual language, the games felt instantly authentic while remaining intuitive in high-traffic, time-limited environments. A modular, scalable approach ensured the platform could evolve with future content, making it both engaging and adaptable.

Creative Direction: Chevon Hicks, Eric Lamb
Project Managers: Thuyen Ngyuen
Art Direction, Design: Orlando Antonio