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Turnkey Esports Arcade Attraction

Omni Arena is a turnkey esports arcade attraction for high-end entertainment centers, such as Dave and Busters and Andretti Karting. Omni Arena provides a highly automated attraction for high throughput with only one attendant. The attraction features a built-in 8 seat staging area, 11 TVs, and 11 touchscreens.

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Complete Curated User Experience

With Omni Arena, the entire user experience is curated from start to finish. Players sign up and pay at the front of the attraction. When it is their turn to play, they receive a text message and are able to enter into the seating area. In the seating area, players enter their information, sign in to their account, and choose the game they want to play. When everyone is ready, the attendant moves the players into the play area where they get into the Omni devices and prepare to start. Players then play through a quick tutorial before starting the game. Once the game has completed, players leave the attraction and receive a video of their experience.

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Compete for Money in Esports Contests

Omni Arena hosts prize contests organized and sponsored by Virtuix and HP to stimulate repeat play (30%) and build a community of frequent players. Virtuix offers a $100,000 prize pool each year for Esports players to fight for. Players just play with their account, and if their team has a high score at the end of the week/month, then they win the prize.

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My Role as Creative Director

As the Creative Director of Omni Arena, I was responsible for the completion of all creative aspects of the product. This included the visual design of the product, the User Interface design, the flow of the User Experience, and all content that the players experienced (such as tutorial videos, and games)

Visual Design

To accomplish the visual design of Omni Arena, I first established what I wanted to accomplish with the design. I wanted to have a product that stood out from other arcade attractions and appealed to a hardcore gaming audience. I looked at high-end PC companies such as Razer, and Nvidia to determine what appeals to the target audience. We also had several goals for the player experience. It was important for players to feel like they were separated from the crowd, but we also wanted the attraction to be appealing for spectators so that it would pull in additional players. We accomplished this with how we designed the walls and the inclusion of tinted glass throughout the attraction. It feels private when the player is inside, but it still catches the eye of any spectators passing by. With these goals in mind, I worked with some concept artists to create a final design and then worked with the engineering team on the implementation of the design.

 

There is more that went into the visual design, but this provides a high-level look at how it was created.

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User Interface / User Experience

The User Interface / User Experience was critical to the success of this product. It was highly important to create a streamlined User Experience that made the process of getting in and out of the game as easy as possible for both the players and the venue's attendant. This was accomplished through the highly streamlined operator tablet that allowed the attendant to control the whole attraction from one touchscreen.

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Omni Arena Content

One of my responsibilities included managing all of the content in the product. I managed the Virtuix content team in the creation of 5 games that could be played in the attraction. Each game can be played with 1-4 players and lasts for approximately 7 minutes (which is a lot longer than it sounds when the player is running around in the game). Along with the game itself, I was also responsible for the marketing materials and how the product was presented in the attraction. This included game images, trailers, tutorials, etc.

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© 2024 by CAMERON SLAYTER.

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