FACE Amusement
Turn-Key Mixed Reality Attraction

Designing a shippable, operator-light playroom that turns movement into money.

The Brief

FACE Amusement asked Koffeecup to design a scalable, turn-key gamified attraction that could be shipped, set up and remotely supported across all FACE locations. The experience needed to sit within a 600–1,200 sq ft footprint, generate revenue through ticket sales, and prove its value over time through sustainable daily throughput.

The challenge was to build an attraction that feels high-impact and story-driven, but is also practical for a multi-site operator, shippable as a kit, fast to install, simple to reset, and capable of running with minimal staff intervention, while still delivering the “family-first fun” FACE is known for.

We also set ourselves the goal of making every proposed attraction fully re-skinnable, so the same hardware and interaction layer could support multiple themes over its lifetime, allowing FACE to refresh stories and visuals without changing the underlying physical setup.

The Opportunity

Immersive, interactive attractions are no longer a “nice to have” in location-based entertainment they’re a core driver of visits and spend. The global market for gamified, story-driven experiences is forecast to reach $11bn+ by 2029, with audiences widening beyond thrill-seekers to include families, adults-only nights and casual visitors looking for something new to do together.

With 14 locations and counting, FACE already blends games, hospitality and spectacle.

Our opportunity was to design the next crowd-pulling anchor: a mixed-reality attraction that slots into existing venues, feels instantly on-brand, and can be re-skinned and replicated as the FACE portfolio grows.

Approach – Designing for Dynamic Play

Our design approach was simple, instinctive fun powered by movement, curiosity and connection. Guests shouldn’t need a briefing video or a manual, the experience should respond the moment they step inside.

We focused on three principles:

  • Intuitive by nature: Guests understand how to interact just by looking at the space.

  • A world that responds: Light, sound and visuals react instantly to movement, making every action feel powerful and seen.

  • Flow, feedback & replayability: Short, energetic rounds, fast wins, clear goals and friendly competition that make people say “one more go”.

Under the hood, everything is designed to be turn-key, shippable and remotely supportable. On the surface, it simply feels like effortless, social fun.

The Attraction Platform – Playroom as a Service

Instead of a single fixed game, we proposed a modular mixed-reality room that can host multiple interaction styles and themes using the same core footprint and infrastructure.

We defined a suite of gameplay pillars, each a reusable mechanic that can be re-themed and refreshed over time. For the pitch, every pillar is illustrated with two example concepts to show flexibility.

Interactive Walls with Props

Turn the room into a living, reactive playground.

Projection-mapped walls respond instantly to guests using themed handheld props, aiming, scanning or “zapping” targets. No wearables, no headsets, just tactile devices and walls that come alive.

Ghost Hunt

Step inside the haunted mansion where the walls come alive.

In Ghost Hunt, players step into a haunted mansion filled with mischievous spirits that refuse to rest. Armed with motion-tracked “ecto-blasters,” teams of up to four players must zap ghosts as they dart, swoop, and vanish through projection-mapped walls, mirrors, and corridors. Each hit releases bursts of light, smoke, and sound as the captured ghosts swirl into glowing traps. But not every spirit is spooky some are friendly, costing points if caught! Short, fast-paced rounds, Ghost Hunt blends humour, physical gameplay, and cinematic effects to create a replay-able family crowd-pleaser.

Frontier Shootout

Prove you’re the quickest shot in the West.

In Frontier Shootout, guests step into a lively Old West town where cranky bandits, , and mechanical contraptions pop up across projection-mapped saloon walls and dusty storefronts. Armed with motion-tracked “six-shooter” props, players must shoot fast-moving targets as they appear and duck behind digital barrels. With quick-fire rounds, reactive visuals, and slapstick wild west humour, Frontier Shootout delivers a high-energy, family-friendly showdown where accuracy, timing, and nerves of steel earn the highest bounty.

Live Motion Capture Gameplay

Step into the screen. Play inside the world.

Depth cameras blend real-time video capture with motion tracking so guests see themselves inside the game world, with full-body movement shaping the action, no controllers required.

Vault Breakers

Dodge the lasers. Crack the code. Get out rich.

In Vault Breakers, players become part of an elite heist crew on a mission to steal the ultimate treasure. Inside a projected vault filled with shifting light beams, holographic safes, and motion-tracked “security drones,” teams of 2–6 must duck, dive, and dash their way through traps to grab virtual loot. Every movement counts, crouch to avoid lasers, stretch to disable alarms, and move in sync to open the vault before time runs out. With full-body tracking and reactive visuals, Vault Breakers transforms agility and teamwork into a high-energy, cinematic adventure.

Sky Stepper

Chase the clouds. Beat the clock.

In Sky Stepper, players step into a glowing skybridge suspended high above a drifting, dreamlike world. Using full-body motion capture, guests must race across a grid of projected “cloud platforms” that appear, vanish, and shift positions every few seconds. To score points, players must quickly decide which cloud to leap toward next — some stay solid, others flicker or split, and rare golden clouds trigger spectacular bonus moments. Designed for 2–6 players, Sky Stepper turns instinctive movement, balance, and fast decision-making into a high-energy, laugh-filled challenge where the room feels alive beneath their feet.

Full-Body Motion Tracking

Gameplay powered by movement, rhythm and flow.

Multiple cameras track gestures, jumps and poses across the whole play space, turning the floor and walls into a giant, controller-free input surface.

BeatMasters

Match the moves. Feel the groove.

In BeatMasters, players step into a vibrant, mixed-reality dance arena where rhythm is everything. As the music builds, larger-than-life avatars appear across the projected walls, leading dance sequences that players must mimic in time. The arena’s sensors track each movement, scoring accuracy, flair, and synchronicity. 

The better the players move, the more the visuals react, the floor pulses, lights explode, and the crowd roars. Designed for 2–6 players, BeatMasters transforms rhythm and motion into a joyful, competitive performance that’s part dance battle, part party, and all energy.

Reflex Rumble

Only the quickest score big.

In Reflex Rumble, players enter a dynamic arena where glowing targets flash across the walls, floor, and air in rapid, unpredictable patterns. Using full-body motion tracking, guests must strike, tap, jump toward, or dodge around these targets before they disappear, earning points for speed, accuracy, and agility. Targets may appear solo, in clusters, or as cascading combos that reward coordinated team play. Designed for 2–6 players, Reflex Rumble blends physical reflex challenges with reactive visuals to create an adrenaline-charged competition that’s part movement game, part futuristic sport.

Physical Co-Op Gameplay

Hands-on roles. High-energy collaboration.

Guests share a single physical “machine”, each with a distinct role. Real-world actions, loading, repairing, aiming drive a shared digital outcome, demanding communication and timing.

Fire Squad

Stop the sparks. Save the town.

In Fire Squad, teams of two or three step inside a world where fires keep erupting across a bustling fantasy townscape.  Each team operates a shared firefighting machine with physical roles,  loading colourful foam canisters, stabilising pressure valves, and aiming the motion-tracked hose to extinguish fires and runaway sparks on the projected world around them. The faster the team works together, the more blazes they stop, unlocking spectacular visual effects and ever-escalating challenges.

Cosmic Cleanup

Clear the chaos. Save the stars.

In Cosmic Cleanup Crew, teams of two or three step aboard an orbital cleanup vessel tasked with tidying up a galaxy overrun with floating junk, space sludge, and mischievous cosmic critters.

Each team operates a shared zero-gravity “cleaner rig,” with players taking on distinct physical roles. Loading glowing cores, managing shield levels and energy flows, and firing a cleanup cannon to vaporize junk.

Lean-to-Steer Motion Platforms

Your body guides the journey.

Riders stand or sit on motion platforms that translate natural leaning into steering, supported by haptic feedback and wind effects for a multi-sensory ride.

Glacier Glide

Carve the course. Chase the crystals.

In Glacier Glide, players step onto motion platforms and drop into a fast-flowing winter snowboarding course filled with glowing crystal pickups, moving gates, and shifting ice paths. Riders steer entirely through natural leaning, carving left or right to catch item clusters, dip under shimmering arches, or slide into bonus lanes. There’s no crashing or falling, the course keeps everyone moving at full speed while rewarding precision, timing, and clever route choices. With haptic rumble, cool air bursts, and bright reactive visuals, Glacier Glide transforms snowboarding into a high-energy, family-friendly competition designed for 2–4 players.

Dragon Rider

Your dragon awaits. Take the skies by storm.

In Dragon Rider, players mount dragons and soar through a breathtaking fantasy skyline. By leaning forward, backward, and side to side, riders control their dragon’s flight path  diving through clouds, weaving between floating ruins, and racing against friends. Buttons on the mount ignite bursts of flame, letting players blast targets and rivals in mid-air. Each dragon mount rumbles with haptic feedback, while front-facing fans simulate the rush of wind and speed. Designed for 2–4 players, Dragon Rider combines physical motion, competitive gameplay, and cinematic immersion to deliver the ultimate flight of fantasy.

Response to the Brief

The FACE attraction platform is designed as a business-ready kit, not a one-off installation. The room scales cleanly between 600–1,200 sq ft, runs on a consistent hardware backbone, and supports remote monitoring and content updates, making it viable across multiple sites.

For guests, it delivers instinctive, social, repeatable fun across a range of themes—from ghosts and dragons to heists, dance battles and sports—ensuring there’s always a reason to step inside again. For FACE, it offers a turn-key, ticketed anchor experience that can be shipped, skinned and supported as a portfolio, turning movement and mixed reality into a new engine for revenue and repeat visits.