Momentum Amphitheatre

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  • 2024

  • Digital
    Game Design and Animation

Designed By:

Commissioned By:

QIC

Designed In:

Australia

’Momentum Amphitheatre’ is an inclusive gaming amphitheatre offering experience-hungry consumers new reasons to stay and play at Watergardens Shopping Centre. Part of the Urban Edge Precinct, it gives purpose beyond aesthetics, engaging locals with interchanging content across two bespoke gaming zones: a concrete drum console and billboard, and gesture-activated pillar.


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  • CHALLENGE
  • SOLUTION
  • IMPACT
  • MORE
  • As part of the evolution of Watergardens, QIC commenced a redevelopment of the southern end of the Centre. Aiming to attract the families of core spenders and incentivise tenants, the space needed vision and purpose to avoid changes becoming purely cosmetic. The architecture and digital infrastructure would need an activation to guide consumers through the entry into a skylit void that housed a curved billboard and open amphitheatre; increasing dwell time while preventing stagnant areas. The renovation’s success would rely on engaging content that wouldn’t detract from retailer windows, while also keeping the floor open for future promotions and events.

  • To ensure the billboard remained the focal point, touchscreens were avoided in favour of a light and sound touch console. Designed as a sculptural concrete drum, this ground-breaking console would allow users to play games from the amphitheatre’s centre point. For increased diversity, the interactive pillar utilised motion detection software for gesture gaming, with additional light base and LED matrix boosting the experience. Two themed game packs (six mini games) were initially created to tie the pillar and billboard together. These games catered to differing age groups, with competitive scoring games placed alongside free play options that required less skill.

  • With games needing to target a multicultural youth market of 8-22, the team spent time on site observing gameplay to ensure maximum inclusivity and accessibility. The varying heights of users was considered, ensuring they could comfortably interact with both the pillar and drum. Time limits were capped between 30 and 60 seconds to increase retention and engagement, while encouraging users to observe and take turns. Content was designed with idle modes to attract, menu modes to navigate and interactive modes to play. Replay features bypassed tutorials to prioritise engagement, with analytics built-in to inform future games and prove commercial viability.

  • The team worked to ensure that the surrounding architecture was reflected in the gaming units. Two zones coexisted in the amphitheatre’s staggered platforms, facing opposing directions. The hero concrete drum controlled the curved billboard, while the second interactive game was built into the connecting pillar. Materiality and sustainability was top of mind - recycled bluestone, aggregate and glass from local businesses were incorporated into concrete, while recycled plastics, steel and carbon-neutral fabrics ensured the gaming zone was comfortable for observers. Durable, recyclable solid surface was chosen for its backlighting properties, with mirrored surfaces adding a futuristic edge that tied into ceiling architecture. Directional sound built within units prevented crossover with atmospheric sound, with bespoke sound tracks crafted to give each pack its own energy. Animation was favoured over sound in idles modes, to prevent tracks becoming repetitive. Iconography, minimal bold language and sensory interactions helped make gameplay functional and intuitive; guiding navigation through light and sound on the drums, mirroring content on screen. Themes of musical beats and street ball ensured each game pack family tied into the urban energy of the space, driving momentum and excitement for these future-driven experiences.