Karlyn Leander | Immersive Project Studio- Fall 2023 | 2nd year MFA candidate
Welcome To Wilderhaven
Wilderhaven is a 2-3 hour walk through experience in which guests will encounter magical creatures up close and in person! By providing multi-sensory encounters with the adorable wilderbeasts, Wilderhaven creates magical connections for everyone. Designed for families with kids ages 0-15, Wilderhaven is the perfect family outing.
Key Objectives
- To increase level of interaction between guests and animated figures
- To provide a radically accessible experience through the use of
- Universal design
- Narrative redundancy
- Multi-sensory interactions
- Tactile models and maps
Theme
The story which guests will experience at Wilderhaven deals with relationship between humanity and animals. Although humans are similar to animals in many ways, they hold a special role as stewards and caretakers. The discord between humans and animals is manifested in mistrust, pollution and ferocity. However by paying carful attention to their needs, taking responsibility for human behavior and by providing thoughtful care, humans might begin to restore the order of nature and create harmony in the living world. Through fun and lighthearted play, Wilderhaven aims to train its guests to build empathy for animals, and to appreciate their own ability to effect change.

The Old Institute
Lore
Many years ago, the Institute was a place of cold scientific observation. Its staff meticulously studied strange creatures called wilderbeasts who lived in cages throughout. But Phineas Gobwick, the lead zoologist, began to notice phenomena that couldn’t be accounted for with pure data. The more time he spent caring for and nurturing the wilderbeasts, the more aware and intelligent they seemed to become. He called this mysterious connection between humans and beasts “the magic.”
One night, Phineas decided that the Institute would only be right if the wilderbeasts were freed from their cages. He unlocked every door and renamed the facility “Wilderhaven”. He vowed to spend his life stewarding the creatures he came to know as friends. When he died, his son Phineas Jr. took up his mantle, and his son after him. Each generation of Gobwicks has become a Keeper of Wilderhaven. Now, that responsibility lies with Kit, the first Gobwick daughter. It falls to Kit to ensure the magic is strong and the wilderbeasts are safe in their repurposed home.

Wilderhaven
Story Conflict
Kit has noticed that three of the wilderbeasts haven’t been acting like themselves and have gone missing from their usual habitats! If they aren’t restored with the magic, they might lose the magic and revert back to their previous state, posing a threat to themselves and the other wilderbeasts.
Guest Role
- What is “The Magic”? The Magic describes our relationship with all living things, but especially wilderbeasts. Humans are the caretakers/stewards of the beasts. Without this connection, wilderbeasts will revert back to their wild ways.
- Who has the magic? Everyone! By observing your surroundings you will discover certain actions cause it to activate. With a little practice you can use it to befriend the wilderbeasts.
- How do I know its working? The Magic is very strong at Wilderhaven. You can see it, hear it and feel it flowing around you! When a beast senses you engaging with them, they will respond in different ways.
- How do you use The Magic? Each beast responds to different things. Some to touch, rhythm or speech. Pay close attention to each creature and see what causes the magic to become stronger. It’s like solving a puzzle each time!
Guests will be able to attend a short preshow in the lobby where the zookeeper will teach them about their role. The Magic will be created through special effects throughout each exhibit including fiberoptics, projection, haptics, sound design and lighting. When guests perform the correct action (waving a hand, calling a name, etc) the beasts will respond in their unique way.
Team Member Role
Team members will play the role of Kit’s assistants. Known as “keepers,” they take an active role in caring for the wilderbeasts and monitoring guest activity. At times they might directly interact with the wilderbeasts (i.e a feeding demonstration) or assist guests. Several keepers will fill a more scripted role, especially in the restoration scenes.
Guests will begin their experience outside in the garden. A plethora of wilderbeasts will be scattered throughout, usually cozy in their habitats, although (seemingly) free to roam wherever their choose. These encounters will act as “training wheels” to establish the mechanism of the magic. Guests will approach a new creature and make observations about its nature. If they engage in the correct action, they will see and hear the magic begin to swirl around them culminating in a rewarding change in the creature’s behavior. In this illustration, a Chamegigon observes a guest’s clothing and playfully mimics its colors.
After the garden, guests will continue to flow into the Hall of Beasts. The animals are grander and more ethereal here. Guests will be struck by their size and beauty.
On the second floor, the Marine Hall is lined with massive habitats which are home to many colorful aquatic wilderbeasts. Each tank contains opportunities to interact with the residents inside. The wilderbeasts can be rendered through media content rather than waterfilled tanks.
Within the grand atrium resides a massive wilderbeast. His wise and ancient head swerves around to see guests on all sides of the balcony. To see the whole creature, guests must descend a grand staircase to the second level.
Show Elevators
In addition to the grand staircase, two beautiful elevators provide a breathtaking view of the beast and his habitat. At the same time they provide accessibility, and a unique experience in themselves. The movement of the lifts up and down also provides a kinetic backdrop to the vast atrium.
Designer note: Resolving the Plot
Since Wilderhaven is a self paced, free flowing experience, resolving the linear plot of the missing beasts for each guest became a major challenge. Rather than creating a final show moment which would require guest flow to be pulsed, I decided to divide the resolution into three separate moments. Here are the advantages of this format:
- Three separate shows keeps the self-explorative nature of the experience in tact. Guests can discover and participate in any or all of these moments at their leisure.
- It creates a more intimate transformation. In smaller groups, each guest is encouraged to participate and cooperate in order to activate the transformation.
- Each creature’s story can reflect the overarching theme by exploring the ways humans and animals are disunified.
The three wilderbeasts which have been missing from their habitats can be discovered on the lower story of the Atrium. The guest flow diverges into three brief side paths where the emotional arch of the story will be completed. Guests may complete these side quests in any order. Each Restoration scene is composed of two separate chambers: a loading room and a show room.
Restoration Flow:
- A zookeeper posted by the entrance to the loading room will invite guests to explore the secret rooms of the old Institute, suggesting they might find a missing wilderbeast.
- After about 6 minutes of casual loading or once the room has met capacity (10-15 guests), she will close the door and grant access to the show room, blocking off the loading room behind them.
- In the show room, guests will discover the lost creature. As a group they will determine what action is needed to restore its magic.
- Once a majority of guests are participating in the group action, (i.e. saying its name together, or holding very still) they will trigger the magic effect and are rewarded by the transformation of the creature (3 min show, 2 min egress).
- The exit doors will then open directing the guests back into the Atrium. While one room is completing the restoration show and resetting, another group may begin loading the first room.
Restoration A: a ferocious creature becomes safe
Setting: The beast is hiding in the twisted tunnels beneath the Institute. His shadow flickers on the wall of the cave creating an ominous atmosphere.
Guest action: remember the creature’s name (which they have learned throughout the other exhibits) and say it all together. This canine-esque wilderbeast will become visibly less threatening (posture, eyes change color etc) and even allow guests to pat his head.
Restoration B: a shy creature decides to trust
Setting: The overgrown library of the Institute. Shafts of sunlight pour in from high windows.
Guest action: If everyone holds very still and is very quiet, the magic will softly begin to twinkle. If the creature decides to trust you, she will open her wings and sing a welcome song.
Restoration C: a lost creature is returned to his habitat
Setting: While exploring Wilderhaven, guests will have noticed an empty habitat which looks to have held a semi aquatic wilderbeast.
Guest action: The creature desperately needs water. By turning a valve and flooding its hiding spot, the creature is saved from dehydration.
Emotional Map
The first step in designing Wilderhaven was an emotional map. This exercise enabled me to developed an emotional journey which then informed the physical space.
In keeping with the commitment to inclusivity, each section of Wilderhaven leverages all the tools of design to create a palpable feeling. Through lighting design, sound, space, the guests are swept up into the emotion of the room. The beasts themselves will be a reflection of their environment. Some are quite cute and cuddly, while others are ethereal, regal and even intimidating.
Skippy describes the feeling of finding a perfect keepsake in the gift shop.

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