


3 x Touch Screens
Sinking of the RMS Titanic
Using the a 3d model to demonstrate the concept.
Marrying text to the position of the ship + scroll.
Jim Cameron's Vessle; Deepsea Challenger
By simply swiping up & down, the user drives a complex animation sequence, exploding the ship into parts and revealing snippets of the storyline as they go, with minimal input.
The German Battleship; Bismarck
Presenting the story of a great battle
Aesthetic & Interaction Concept
Deepsea Challeneger
Using the a 3d model to demonstrate the concept. Marrying text to the position of the ship + scroll.
I wanted the designs to align between scientific diagram & realistic lighting and shading, running in realtime.
Technical considerations
Using an orthographic side view with 2d text overlays satisfied the scientific look. Unity 3d engine would take care of the rest.
A big hurdle was the massive poly count on the DSC model. Opting to run a 3d game engine in real time, limitations forced us to heavily optimise the models and textures.
By simply swiping up & down, the user drives a complex animation sequence, exploding the ship into parts and revealing snippets of the storyline as they go, with minimal input.
Interaction concept
To create a beautifully simple guided storyline, controlled by the user with one finger.
By simply swiping up & down, the user drives a complex animation sequence, exploding the ship into parts and revealing snippets of the storyline as they go, with minimal input.
The screen is located in a museum and will be used by ages 5 to 95 so absolute simplicity is vital.
Learning from past and existing museum interactive screen, i decided that guiding a user through a storyline makes for a much richer & enjoyable experience.
Users feel in control while consuming the story, not just left to their own devices, poking and prodding trying to find something interesting.

Titanic Animatic
Using the a 3d model to demonstrate the concept.
Marrying text to the position of the ship + scroll.
Detailed Wireframes: Deepsea Challenger
By simply swiping up & down, the user drives a complex animation sequence, exploding the ship into parts and revealing snippets of the storyline as they go, with minimal input.
Stills from the exhibition
Visual Identity for the Exhibition
Thanks to the dev team
Of courses there’s quite a massive amount of work that should slot right into this section. All of the Unity development and interaction testing. Stuff that cant really be shown here.
I want to thank Agent Reality (aka Thred), developer Brendan Voltano from Blue Volcano for his countless hours & technical expertise on making my vision into a reality. Also Greg Cooper for his 3d modelling and animation.
Scamps
Early mockups led me to a nice colour scheme early on. Dark muted blues, greys with a subtle pop of the DSC (the green submersible)
I went back to black and white to try and nail the composition.Being able to focus purely on shape and brightness helped me immensely. It got me most of the way there, in terms of composition.
Concept Sketches
For speed, i mocked up some ideas on paper. after a few rounds of concepts, and feedback from the client, we ended up with symetrical being the strongest.
Sketch vs Final
Final Key Art Details
Ultra high res poster designs; 100 detail view.

Signage outside Maritime Museum

















