AECOM Underground Cities digital marketing experience.

AECOM Underground Cities

Project Type

Using Interactivity to Discuss Underground Infrastructure

Set in the unique concrete canvas of the Cutaway, located at Barangaroo, AECOM hosted their annual Vivid Ideas event to explore the viability of public spaces and underground infrastructure. To frame the conversation and mood, S1T2 created an interactive 3D environment designed to reshape public perceptions of underground spaces by using your hand movements to mould an underground city.

The environment consisted of glowing sand dunes and a 4 x 6 metre interactive sun that was visualised using a projection-mapped interactive experience. In the game, visitors to the event could throw sand to construct visualisations of underground public spaces. It challenged the notion of what a future city looked like and asked audiences to consider the repurposing of underground environments for living.

People attend the AECOM Underground Cities digital marketing event.

Transforming Concrete Canvasses

The blank concrete canvas of the Cutaway’s cultural venue offered the flexibility to transform the unique space using four high-lumen projectors. It was developed on the Unreal Engine, using a Kinect as gesture recognition input. Sand particles were constructed using NVIDIA FleX, allowing for hundreds of thousands of particles with their own collision and fluid dynamics to be used throughout the experience. As players interacted with the sand, the game would ebb and shape their gestures into a visualisation demonstrating the concept of creation through collaboration.

  • Design

    • Adobe Creative Suite.
  • Development

    • Autodesk Maya,
    • OpenFrameworks,
    • Unreal Engine 4.
  • Hardware

    • Kinect 2.0,
    • LEDs,
    • Projectors.
  • Networking

    • DMX.
Men interact with the Underground Cities digital marketing experience for AECOM Australia.
Behind the scenes of the AECOM Underground Cities gamification project.

Interactive Audience Imaginations

Upon entering the space, a large interactive sun would grow in luminosity based on the proximity of guests. This used a Kinect which interfaced with a custom Open Frameworks application for distance-activated interactivity.

As audiences moved through the space, they were able to engage with key installations, strategically positioned around the area which ultimately used each individual’s imagination and the possibilities of creating underground cities to transform the natural emptiness of the area to populated public amenities and infrastructures.