
featured work
GUBER'S RUN
Attraction Concept Designer & Story Developer · Sketches, 3D model & pitch imagery · Unbuilt dark-ride concept
ROLE
CLIENT
DISCIPLINE
Attraction Concept Designer & Story Developer
In Progress
Themed Attraction Concept Design

Exploring the attraction’s identity
I created Guber’s Run as an unbuilt dark-ride concept, developing its original story, sketches, themed environment, 3D model and pitch imagery. The premise follows a miner whose greed drives him deeper underground until he disappears, leaving the mine’s fate unresolved.
I translated that story into architectural forms, spatial planning and environmental detail, with proposed materials and lighting to establish the atmosphere. The project remains a design proposal; it has not been fabricated.


Giving the concept a spatial structure
I developed the exterior as part of the attraction concept, connecting the story to a physical arrangement. The planning work supported the pitch and development of the idea; it was not a built or operating ride.
Developing an alternate model view
I used the 3D model to develop alternate views of the exterior. This supported the visual pitch while allowing the architecture and camera composition to be considered together.


Drawing the exterior as a story setting
I designed the attraction’s exterior to support the mine’s narrative premise. The drawing stage let me develop the architecture and its relationship to the surrounding setting before resolving the presentation in 3D.


Establishing atmosphere through references
I assembled the mood board to connect the mine’s story with a coherent visual direction. The references informed my recommendations for materials, scenic wear, color and lighting, giving the sketches and 3D development a shared atmospheric foundation.


Developing the concept in 3D
I built the 3D model to give the exterior a concrete spatial form. Modeling extended the sketches into a viewable environment and provided a basis for composing the images used to pitch the attraction.


Framing the architectural presentation
I used the model to develop views of the proposed exterior, connecting the attraction’s architectural forms with the intended composition. The model was a design and presentation tool within the concept-development process.
Reviewing the exterior composition
The model provided a basis for evaluating the exterior from different viewpoints. My responsibility connected the original narrative, spatial concept, and presentation imagery.


Refining the central design
I moved between exploratory drawing and 3D development to resolve the exterior’s visual identity. This work carried the original story into a more developed architectural proposal while keeping the project at concept stage.


Producing the final pitch view
I used my 3D + AI workflow to create finished pitch imagery. A framed model view established the intended geometry and camera position, followed by AI rendering and Photoshop refinement to develop the final scene.
AI-generated visualization based on my original 3D design.

Delivering the visual proposal
The final render communicated the attraction’s proposed atmosphere and exterior design. I developed the story, concept, sketches, model, and pitch imagery; the delivered result was a visual proposal for an unbuilt dark ride.
AI-generated visualization based on my original 3D design.

















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