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ONE JOURNEY

INFINITE WORLDS

DC: INFINITE was conceived as a global, future-ready immersive experience, one that reimagines the DC Universe not as a linear story, but as an infinite multiverse of worlds, powers, and perspectives.

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This project was a pitch authored and creatively led by me from the ideation through to the final proposal. My role encompassed concept ideation, narrative framing, creative visuals, experience design, and pitch development, shaping how DC could evolve into a scalable, long-term immersive platform.

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The ambition was not to replicate what fans already know but to invite them inside the mythology, letting them feel power, choice, and consequence firsthand.

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FROM ICONS

REALITIES

The experience was structured as a three-act journey, guiding guests through emotional and sensory escalation.


This structure ensured clarity for first-time visitors while offering depth, replayability, and emotional payoff.

TO INFINITE

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ICONS
ACT I
Step inside the iconic world of heroes & villains. 
Guest Objective: Ignite anticipation and curiosity, laying the path for the experience to follow 
REALITIES
ACT II
Explore infinite earths and channel mind-blowing power. 
Guest Objective: Captivate guests with deep story, unique interactivity, and awe-inspiring spaces. 
ICONS + REALITIES + GENERATIONS
ACT III
Return to the dawn of time with the most iconic stories in the DCU. 
Guest Objective: Leave guests thrilled, uplifted, and wanting more. Propelling them into the gift store and beyond 

DIRECTION

CREATIVE

& DEVELOPMENT

VISUAL

I led the creative and visual direction of the pitch, shaping a bold aesthetic language that feels unmistakably DC cinematic, dramatic, and powerful.

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The visual world was built around:

  • High-contrast lighting and sculptural silhouettes

  • Reactive environments and sensorial storytelling

  • Hero-scale moments balanced with intimate discovery​

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Each environment from the Speed Force to Gods & Mortals, from Harley Quinn’s funhouse to Superman’s Origins was designed

as a fully realised reality, activated through light, sound, motion,

and guest interaction.

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The visuals were not just illustrative; they were strategic storytelling tools, used to sell scale, emotion, and feasibility within the pitch.

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ACT I

SPEED FORCE

Unlock portals through the power of eletrokinesis

This first immersive reality drops you right inside the speed force, the extra-dimensional energy source that provides the FLASH with these superpowers. Inside this infinite tunnel, channel electricity to open invisible portals onto distant dimensions uncovering unique and surprising story moments from across the DCU.

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As guests explore, they can open portals into iconic story moments through touch. Artful and original content captures diverse characters and scenes

Sensory Path: Sight + Sound + Touch

Floor to ceiling visuals and sound. Touch sensitive walls brought to life through guest interaction

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ACT II

GODS & MORTALS

Soar across time with the Amazonian hero descended from the gods

This second immersive reality takes you to a place with the power to transport viewers through time.

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See across thousands of years past, present, and future through the eyes of Wonder Woman and the Amazonians, discovering iconic stories and moments rooted in two ancient worlds inspired by the gods Themyscira and Atlantis.

Sensory Path: Sight + Sound + Touch + Reactivity

TRIDENT OF POSEIDON

 

Inside an alcove of flowing water, a luminous trident floats above. Guests can interact with the digital water through aquakinesis to channel and control its movement. Lighting and sound augmenting the multi-

sensory immersion.

Reactive scenic sculptures. Reactive and interactive physical environments. Tactile objects with immersive sound and light.

AEGIS SHIELD

 

Wonder Woman’s indestructible shield floats in mid air. As we near and touch it, the shield rumbles and glows, sounds of cracking and splintering taking us to a powerful memory of WWII through a visual cinemagraph and sound.

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ACT II

PUDDIN'

LAST LAUGH,

Reclaim Joker’s funhouse with clever traps and neon colours

This fourth immersive reality drops you inside the middle of Joker’s funhouse–the usual trap for the iconic Batman. But this time, spiteful, sarcastic, and clever as ever, Harley Quinn is in charge. Follow this villainous anti-hero on a delirious journey of illusions and tricks, transforming the hideout it into a dazzlingly mirrored maze bursting with neon color. The further you go, the more disoriented you’ll get. 

Sensory Path: Sight + Sound + Touch + Reactivity

Large, reactive scenic sculptures. Reactive and interactive physical environments. Piercing, immersive audio transforming the space into a chaotic, delirious joyride. The joyful scent of bubble gum. 

As guests wander down the hall, the graffiti on the walls responds to their presence and movement in some places, dripping down onto the statues. It feels like Harley is there with them. 

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ACT II

PUDDIN'

LAST LAUGH,

Reclaim Joker’s funhouse with clever traps and neon colours

When guests interact with her mallet, the mirrors begin to crack and shatter, augmenting the space. This chain reaction unveils more of her original plan to lure in Batman.

 

Reflections of a glitched out video recording show a distorted Harley taunting him to follow her. As guests explore, they’ll discover a variety of hidden easter eggs. At show-controlled moments, the lights dim and more graffiti overtakes the space “The Dork Knight has returned”. Batman’s fragmented silhouette appears in the distance, multiplied and reflected off the mirrors. 

Sensory Path: Sight + Sound + Touch + Reactivity

Reactive scenic sculptures. Reactive and interactive physical environments. Tactile objects with immersive sound and light.

GLIMPSES OF GOTHAM 

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As guest make their way through this destruction, they can trigger glimpses of Batman and Gotham through hand and body movement. Shafts of light stream through the broken mirrors, revealing slivers of Gotham beyond, like the Bat signal projected in the sky. 

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ACT III

ORIGINS

Reveal and relive iconic memories with DC’s first and most iconic superhero 

This final reality brings you back to some of the most iconic landscapes in the DCU through the eyes and ears of Superman. Unlock some of the most iconic memories that made an alien a hero with all of your senses, augmenting pivotal moments in time through superhuman hearing, sight and smell. The past is bright, but so is the future. 

Sensory Path: Sight + Sound + Touch/Gesture + Reactivity + Smell 

Environments displayed through layered visual devices, immersing guests. Brought to life through guest interactions and sensorial engagement. Cinematic audio drives the story home. 

Interactive hotspots are hidden among the many displays and props. When a guest approaches, their movement reveals glitches in the content, transporting them to a super sensory moment. Props scattered in the space could also be interactive. 

AS POWER

PARTICIPATION

A defining principle of DC: INFINITE was agency.

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Guests don’t simply observe heroes; they channel electricity, control water, trigger memory, and unlock worlds. Through touch-reactive environments, gesture-based interactions, and multi-sensory cues, the experience transforms spectators into participants.

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This approach reframes superhero storytelling:

not watching power, but feeling it.

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