Lulu and Mika's

Interactive Stories

For a target audience of 3-5 year olds, we created a unique experience introducing innovative and interactive ways for kids to play and learn. Our interactive installation plays a big role in the transformation of Royal Caribbean's Youth and Family programs onboard, introducing the latest and greatest technologies onboard their existing and upcoming ships.

Interactive Animated Stories with Different Outcomes

With that question in mind, we built the interactive animated Storybook Fairytales in which children actively participate in the narration through physical activities and interaction using our custom-built and designed controllers. In each chapter, they engage in small quests where they - together with the animated characters - should move around the scenarios and solve mild problems to determine the story’s path. The kids’ actions interact in real-time with the animations appearing in the story, whether helping a character to choose which direction to go by pointing the controller or act out to win an imitation game, turning the children into lead players of the narration.

Kids interaction

Scream, Jump, Act! And Other Game Interactions

With our main target group in mind, we didn't want to limit the way the audience was accessing the story, but rather extend the way the narration could be controlled. Hence, the gameplay includes other moments that require different kinds of interactions, mostly divided into two categories: sound-based interactions and movement-based interactions. The activity - whether screaming, making a funny face, jumping, following a dance sequence, making a gesture or repeating a rhyme - is detected on a tablet and managed by the narrator, who has the opportunity to personalize the climax and development of the story.

Putting everything together

The adventures that our main characters experience are mainly story-driven. To be able to seamlessly transition between story and action, we used Unity to create all sets as fully realtime 3D environments. For story sequences, animations were created in Maya and then transferred into Unity’s own timeline system. This gave us full control over the animations and allowed us to create cinematic visuals. When the story arrived at an interactive moment, we would transfer control over to the children and allow them to directly trigger and control animations of items or characters on screen. These were also created in Maya but the children were able to control the intensity or blend between several motions, so that simple inputs could translate into exciting and engaging actions on screen. The stories are narrated by a crew member. For that, we created a tablet application that directly communicates with the storybook and gives them story hints and action queues, as well as allowing them to take control of interactive moments and decisions.

Each story lasts around 10 minutes with branching storylines and up to 14 interactive moments per story.