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What Game Engines Actually Enable in Location-Based Experiences

A practical case for using game engines as logic systems, not just rendering tools.

What Game Engines Actually Enable in Location-Based Experiences

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When:
Wed 22nd Apr 26 @ 10:00 am to 10:30 am
Where:

The Green Room

Ministry of Sound, 103 Gaunt St
London, SE1 6DP United Kingdom

Spectacle is no longer enough to sustain engagement in location-based experiences. Yet one powerful solution remains vastly underused.

Too often, game engines like Unreal function merely as pre-viz or rendering tools, rather than as systems for interaction, state, agency, and personalization. This session explores how lightweight game mechanics, logic layers, and rule-based design can deepen immersion and enable meaningful personalization — without turning LBEs into “games” or disrupting operations.

Drawing on real-world projects, it offers practical ways to introduce interaction that supports throughput, resilience, and guest experience, while avoiding the assumptions that keep teams anchored in spectacle.

Key takeaways:

  • A Mechanics Ladder (passive → reactive → interactive → systemic) to evaluate interaction depth
  • A decision matrix for determining whether an experience is ready for mechanics
  • A shared vocabulary for discussing mechanics with non-game stakeholders
  • Clear guidance on where not to use game logic (and why)