


INTO A
LIVING WORLD
NOSTALGIA
TURNING
Super Mario: VORTEX was conceived as a bold reimagining of how iconic IP can live beyond the screen not as a static attraction, but as a playable universe.
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This project was a pitch I authored and creatively directed from the ground up. I led the concept ideation, narrative framework, visual language, experience design, and proposal presentation, shaping how Super Mario could transform into a large-scale immersive destination while staying true to its joyful, timeless DNA.
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The challenge was clear:
How do you evolve one of the world’s most recognisable IPs without losing its soul?
The answer was not realism, it was play.
FOR JOY
SPECTACLE
DESIGNING
NOT JUST
At the heart of Super Mario: VORTEX is a simple philosophy:
Mario has always been about movement, discovery, and progression.
​
Rather than treating Mario as a backdrop, I designed the experience to behave like a game itself, complete with objectives, power-ups, choices, rewards, and replayability. Guests don’t just walk through the Marioverse; they play their way through it.
​
This thinking shaped every creative decision from spatial flow to interaction design, ensuring the experience feels instinctive, accessible, and deeply emotional across generations.

THE RHYTHM
OF PLAY
The experience is paced like a Mario level rising, rewarding, and always moving forward.
ANTICIPATION
DELIGHT
CURIOSITY
CHALLENGE
JOY
at the
threshold
TRIUMPH
in celenbration and release
through recognition
via branching worlds
through
interaction
in collective victory




MARIOVERSE
THROUGH THE
TIME WARP
Bowser’s interference has fractured time, pulling multiple Mario worlds into a single Vortex anchored within Tokyo Tower.
Guests are recruited into the mission guided by Toads to restore balance by moving through warped realities and reclaiming order through play.
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This structure allowed the experience to:
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Be easy to understand for first-time visitors
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Deeply rewarding for long-time fans
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Flexible enough to support multiple worlds, tones, and play styles
The story doesn’t overpower the experience it enables it.
The story is simple, accessible, and playful by design.




TURNING WORLDS
Dynamic Environments
Eras of the Mario Universe
Day & Night Experience
Hidden Interactions

Character Interactions



INTO PLAYGROUNDS
Indoor Mario Kart
Obstacle Course
Interactive Game Technology
GAME

KONG'S KINGDOM
BLUE
SHROOM
MUSHROOM
KINGDOM
RETAIL & F&B
PRINCESS PEACH
SKY CASTLE
WONDERLAND
OF SHROOMS
KOOPA'S
KING CASTLE
WARP ZONE
FLOWERLAND
RACE DK



SPATIAL
MECHANICS
MAIN DECK
TURNED

Top Deck
VIP & ELEVATED PERSPECTIVE
RED BUILDING
MAIN
EXPERIENCE
TOP DECK
VIP
START OF
THE EXPERIENCE
The Top Deck introduces a different mode of engagement.
Rather than more content, it offers distance, perspective, and exclusivity, allowing VIP guests to experience the world from above. ​ It also introduces operational flexibility supporting premium experiences without disrupting the main flow.
Rather than compressing everything into a single plane, I designed the experience as a stacked journey using elevation, transition, and separation to control pacing, anticipation, and payoff.
Main Deck (M1)
THE THRESHOLD OF PLAY
The Main Deck marks the start of the experience.
This is where guests cross from the real world into the Mario universe. The space acts as a calibration zone orienting visitors before the experience accelerates.
Red Building
THE CORE EXPERIENCE
The Red Building houses the main body of play.
This is where the Mario universe fully unfolds, where game mechanics, interactions, and multi-world exploration live. By separating this zone architecturally, the experience gains scale and intensity without overwhelming the guest too early.


BLUE
SHROOM
Nostalgia through scale illusion. Guests feel shrunk into Mario’s pixel past grounding the experience emotionally.

Branching paths (jungle, cave, underwater) introduce agency and replayability no two journeys are the same.

WRAP
ZONE

Power-ups become tactile. Fire and Ice Flowers activate environmental change, reinforcing cause-and-effect.
FLOWER
LAND


RACE
DK
Customisation meets competition. Guests build, race, and celebrate performance channeling Mario Kart energy.
A collaborative climax. Movement, teamwork, and shared purpose defeat Bowser reinforcing collective joy.

BATTLE
THE
KOOPA KING


WONDER
LAND OF SHROOMS
A decompression finale designed for memory-making, photography, and emotional release.

LIKE GAMES
DESIGN EXPERIENCES
Tell stories through movement and let joy lead the way

It is a vision where nostalgia becomes participation and where play becomes the most powerful form of storytelling.

